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=Elemental Master OCC =


=====(Version 1.01 - Last Modified: 01/26/2006) =====


There is beauty in the four natural elements of the world. Warlocks see this beauty and the magical power that comes from it and they have established a link with the elements that have granted them the permanent friendship of the elementals and the ability to cast powerful spells. However, Warlocks are not the only ones that have a connection to the elements. Another such group is the Elemental Masters. The masters have the same deep respect and link to the elements, but instead of using the link to power spells and the ability to summon powerful elementals, the sword masters focuses the raw power of the elements into honing the combat skills with a weapon or their fists.



Elemental Masters often establish a deep connection with a single element, but, like Warlocks, they can connect with several elements at the cost of some power. In the case of the elemental masters, they lose access to the most powerful abilities in a given element, but gain access to the abilities of these other elements. Unfortunately, while the elemental masters are attuned to the elements and are sensitive to them, they do not have the guaranteed friendship with elementals that Warlocks possess. It is possible for a elemental master to gain the friendship of an elemental or several elementals, but it must be earned instead of simply assumed, as is the case with Warlocks.



Elemental Masters are not an organized group, and as with Warlocks, they can be found anywhere. However, most Elemental Masters can be found with powerful Warlocks functioning as bodyguards. The elemental masters provide a specialized brawn to the Warlock's brain and due to their already deep connection with the elements; they can truly appreciate the motivations of a Warlock. Elemental Masters are commonly found on the outskirts of civilization, where they have ready access to high-quality weapons and the professional training that they require to master their fighting technique, but they are close enough to the wilderness and to the untamed elements.




===O.C.C. Abilities: ===


1. Elemental Specialization



An Elemental Master begins at zero level in each of the elements and at each level of experience, including the first level; the elemental master can improve his level in one of the areas by one. This means that it is impossible for a elemental master to reach 15th level of experience in one element and take any levels in another element. Each element has three types of bonuses, basic, intermediate, and advanced, and there are six special abilities that become available as more levels are taken in a single element. The basic bonus can be selected at level one and above, the intermediate bonus can only be selected at level six and above, and the advanced bonus can only be selected at level eleven and above. To select one of the special powers, the Elemental Master must meet the level requirement in that element. For example, to select Summon Air Kami, the Elemental Master must have at least nine levels in the air element, but that power can be selected at any level after the requirement is met. When each new level is gained, the Elemental Master first chooses which element to gain a level in and then chooses whether to take one of the bonuses of that element or to select an ability from that element.



o Air Element: The element of movement and speed, evasion, and avoidance, the element of air is focused on improving the Sword Master's deftness and the speed of his attacks, and defenses. The basic bonus is +10 to P.P., and Spd attribute, the intermediate bonus is +4 to initiative, dodge, and the advanced bonus is +1 attack per melee with the elemental staff. The level 1st ability is Flight, the level 3rd ability is Flurry of Attacks, the level 6th ability is Concealment, the level 9th ability is Summon Air Kami, the level 12th ability is Presence Sense, and the level 15th ability is the Ultimate Staff of Air. See Elemental Power Abilities for more details on the abilities of this element.



o Earth Element: The element of strength and endurance, and resistance to damage, the element of earth is focused on will power and hurting the enemy, and withstanding the damage a enemy can deliver. The basic bonus is +1 to damage with the elemental hammer, the intermediate bonus is: +2D6x10+60 S.D.C./H.P./M.D.C., and the advanced bonus is +10 to PS and PE attribute. The level 1st ability is Penetrate Armor, the level 3rd ability is Strength of the Earth, the level 6th ability is Stone Armor, the level 9th ability is Summon Earth Kami, the level 12th ability is Will of the Earth, and the level 15th ability is the Ultimate Hammer of Earth. See Elemental Power Abilities for more details on the abilities of this element.



o Fire Element: The element of fire and pain, the element of fire is focused on hurting the enemy and making every hit count. The basic bonus is +1 fire damage with the elemental sword, the intermediate bonus is +1D6x10 Hit Points, and the advanced bonus is +1D6 fire damage with the elemental sword. The level 1st ability is Fire Bolt, the level 3rd ability is Channel Life, the level 6th ability is Flame Strike, the level 9th ability is Summon Fire Kami, the level 12th ability is True Strike, and the level 15th ability is the Ultimate Sword of Fire. See Elemental Power Abilities for more details on the abilities of this element.



o Water Element: The element of ice and agility, the element of water is focused on combat ability and healing. The basic bonus is +1 to parry with the elemental Chain/Sphere, the intermediate bonus is +1 to strike with the elemental chain/sphere, and the advanced bonus is +2 to PP attribute and +1 to auto-dodge, if the sword master does not already have auto-dodge, then it is automatically gained after the first time the advanced bonus is selected. The level 1st ability is Healing Touch, the level 3rd ability is Adaptable Defense, the level 6th ability is Purifying Touch, the level 9th ability is Summon Water Kami, the level 12th ability is Adaptable Offense, and the level 15th ability is the Ultimate Chain/Sphere of Water. See Elemental Power Abilities for more details on the abilities of this element.





2. Elemental Weapon



As part of their training, the Elemental Master is trained in wield a special weapon of their choice, referred to as the elemental weapon. This weapon is enchanted as part of the training the Elemental Master receives and it considered a magical weapon. The blade of the weapon also changes color to match the element that the elemental master has the most levels in or the color of their choice from the elements that are tied for the most levels. The color of the Air Element is white, the color of the fire element is red or orange, the color of the earth element is brown or green, and the color of the water element is blue. The Elemental Master can choose to train in any type of weapon and it often reflects the element that the Elemental master has chosen, such as a large, heavy hammer for the Earth element or a light, quick chain/sphere for the air or water elements.



If an Elemental Master's weapon is ever stolen, destroyed, or retired by the elemental master, a new weapon can be transformed into an elemental weapon, but the ritual to enchant the new weapon requires 1 full day (8 hours per day) and 100 gold pieces of material per level of the weapon master. For example, an 8th level elemental master would require 8 uninterrupted days and 800 gold pieces to complete the ritual of creating a new elemental weapon. Until the ritual has been completed, the elemental master cannot use any of the abilities that are channeled through the elemental weapon, such as Flurry of Attacks or Adaptive Offense, but the abilities that do not require the weapon, such as Flight, Flame Strike, and the summoning abilities can still be used. The new weapon must be of the same type as the elemental master's first weapon, but it can be of better or worse quality, and can even already be magical or a rune weapon before becoming an elemental weapon.





3. Elemental Masters & Armor



Although any type of armor may be used, Elemental Masters usually lean strongly toward lighter armor so their mobility is unrestricted, except for the Earth Masters, who prefer heavy armor. Elemental Masters suffers the usual penalties for wearing armor: -5% to prowl, swim, and climb in light armor, -10% to prowl, swim, or climb in chain or scale mail and half suits, and -15% to prowl and -20% to climb / scale walls or swim in full splint or plate armor. Wearing armor has no effect on an Elemental Master's Abilities.





4. Permanent P.P.E. Base



The Elemental Master begins with a low amount of PPE compared to a real spell caster. Elemental masters receive 4D6 PPE plus their P.E. attributes x2 at first level and an additional +2D6 per level of experience.




===Attribute Requirements: ===


  • IQ of 8 and PP of 12.



===O.C.C. Skills: ===


  • Language: Native Tongue (at 98%)

  • Language: Two of choice (+5%)

  • Athletics (General)

  • Math: Basic (+5%)

  • Lore: Demons & Monsters (+10%)

  • Wilderness Survival (+15%)

  • W.P.: Sword

  • Hand-to-Hand Combat: Art of (Wind, Fire, Water, Earth) chose one based on elemental form used or 2 if multiple elements used based on elemental form s chosen


===O.C.C. Related Skills: ===


  • Select five other skills. Select one additional skill at level 4, 8, 12, and 15. All new skills start at a level one proficiency.

  • Communications: Any

  • Domestic: Any (+5%)

  • Espionage: Detect Ambush and Detect Concealment & Traps only

  • Horsemanship: General or Exotic only

  • Medical: None

  • Military: Any (+10%)

  • Physical: Any (+5% where applicable)

  • Rogue: None

  • Science: None

  • Technical: Any (+10%)

  • W.P.: Any

  • Wilderness: Any (+5%)



===Secondary Skills: ===


  • The Elemental Master can select four secondary skills from the list of available skill categories at level one and an additional two skills at levels 3, 5, 8, 12, and 15. Secondary skills do not receive any bonuses listed above and all new skills start at level one proficiency.



===Standard Equipment: ===


  • Weapons: Starts with a weapon of any type of excellent quality, a knife, a short bow, quiver with 24 arrows; all weapons other then the elemental based weapon are of basic quality.

  • Armor: A suit of Studded Leather Armor (AR of 13, S.D.C. of 38).


A suit of Silk mail: Young Kumo spiders are actually raised and penned in some of the towns. They are fed so well on large insect carcasses and siphoned cattle blood, that these creatures are in a constant state of sedation. Enchantments and charms are also used to keep these beasts under control. The natives have learned to "milk" the spider for it's silk, guiding the fibers between specially coated fingers (alchemist concoction), spindling it into bobbed threads. These then go to a variety of uses, one of them, silk mail.



In the vast town loom shops, they are tightly woven with minute quilting layered techniques. The final products include cloaks/zarapes, gloves, leggings, arm/leg wrapping strips, shirt sarong and pants silk armor. The fabric is strikingly light, breathable and soft, yet has mega-damage durability. Warriors have been known to wear Silk Mail underneath their armor, for added protection defending the city. These goods are popular with all levels of society for obvious reasons.



M.D.C.: 100 + 100 aura field (S.D.C. in S.D.C. worlds)



Weight: 1 pound! Unrestricted mobility, no Prowl penalty.



Colors: Shimmering silvery green, inlaid with gold thread decorative pattern..





Silk Mail Cloth Fiber Armor



This armor is made from special high strength fibers and is in a quilted design. Inside the quilts is a special high strength ceramic plate which reinforces the armor. Normally, a hard helmet is worn over the armor for greater protection. The armor is not considered to be environmental. The cloth armor is available in most colors but green. M.D.C.: (S.D.C. in S.D.C. worlds)



Main Body: 45 Head: 30 Arms (2): 25 Legs (2): 40



Weight: 10 lbs (4.5 kg) Penalties: Full Mobility, has no penalties to prowl, swim, or gymnastics Black Market/Market Cost: 40,000 credits



Enchantments on it:



Camouflage: Armor has the ability to blend in with its environment. Not as complete as the spell Chameleon but always on. Camouflage gives a +10% bonus to prowl and -20% against detection rolls such as the detect ambush skill. Cost: 5,000 Gold



Environmental: This enchanted on armor is very similar in nature to the "Environmental Tent." The magical feature will protect the wearer from most weather and keep a comfortable temperature of around 70 degrees Fahrenheit (21 degrees Celsius). It protects from both heat and cold, making them popular in northern areas, jungles, and deserts. While the armor will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and when the person is no longer immersed, all water soaked into the armor (but not other garments) will be repelled to the outside of the armor and drip off. The armor will not provide protection from drowning or from gas attacks. This feature is only available on full suits. The armor usually do not clean themselves but can be designed to repel dirt and to magically stay clean. Cost: 5,000 Gold with an additional 1,000 gold for the self cleaning feature



Teleport onto Wearer: The armor can be teleported onto the wearer effectively allowing the person to don the armor instantly. Still costs one attack for the teleport. Normal versions of the feature allow the Armor to teleport up to 120 feet (36.5 meters) but alchemists in the Western Empire have a version that can teleport up to 500 miles (805 km). The armor bonds with a specific wearer though the use of a drop of the wearers blood. The teleport ability takes 72 hours before the armor can link with the wearer. Until then, the armor cannot teleport onto the wearer. Cannot teleport from an area covered in a Mystic Energy Drain ward 500 mile (805 km) range.







Other: Two sets of traveling clothes, hooded cape or cloak, boots, a pair of gloves, a belt, a backpack, a medium-sized to large purse / satchel, two small sacks, a water skin, 30' (9.1 m) of rope, and a tinder box.



Garments of the Traveler:



These enchanted garments are popular with Adventures of all type. There are few things worse than being cold and wet while traveling through the wilderness. These specially enchanted clothing are very similar in nature to the "Environmental Tent." The magical clothing will protect the wearer from most weather and keep a comfortable temperature of around 70 degrees Fahrenheit (21 degrees Celsius). The garments protect from both heat and cold, making them popular in northern areas, jungles, and deserts. While the garment will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and when the person is no longer immersed, all water soaked into the magic garment (but not other garments) will be repelled to the outside of the clothing and drip off. The garment will not provide protection from drowning or from gas attacks. The garment is usually not fancy but normally good quality and sturdy travel cloths. The most common style of the garments are those of a tunic and leggings. The tunic will have a hood to protect the wearer's head. Some Wizards have hooded robes and some female travels will have a long skirt instead of leggings. Whatever the style of the clothing, it must cover the body to provide full protection. A simple jacket would not protect the entire wearer and the less said about the idea of "Bikini of the Traveler" the better. The Garments usually do not clean themselves but can be designed to repel dirt and to magically stay clean.



Ring of Cleaning:



A simple magic ring that is very popular with adventures and a whole host of other people. In many cases, an adventure just simply cannot take the time to fully clean up. The ability can be activated three times per day. When the power is activated, any dirt, oil, or other foreign materials is immediately removed from they wear, the wearer’s cloths, and the wearers gear. This has a secondary effect of greatly reducing odor.




===Money: ===


  • The character starts with 1500 in gold. Additional money will come from services rendered and/or the acquisition of booty. Like most Men-at-Arms, an Elemental Master is usually hired as a mercenary and can work closely with wizard, warriors, and especially warlocks.



===Experience Table: ===


Level:

XP Range:

1

0000 - 2100

2

2101 - 4200

3

4201 - 8440

4

8441 - 17,480

5

17,481 - 25,500

6

25,501 - 35,800

7

35,801 - 51,000

8

51,001 - 71,200

9

71,201 - 96,400

10

96,401 - 131,600

11

131,601 - 181,800

12

181,801 - 232,000

13

232,001 - 290,200

14

290,201 - 350,400

15

350,401 - 412,600




=Elemental Master Abilities =


=====(Version 1.00 - Last Modified: 01/10/2006) =====







===Introduction ===


The Elemental Master can specialize in any of the four major elements: air, earth, fire, and water. However, it is difficult to specialize in more then one element, and taking even one level in a second element prevents the Sword Master from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Sword Master can take a bonus that is unique to that element.




===Air Element Abilities ===


====Flight ====


  • Requires: Level 1 Air Element

  • Duration: 1 minute per level of experience

  • P.P.E.: 5

  • Description: The Elemental Master gains a flying Spd attribute of 1D4x10 +5 per level of experience.


====Flurry of Attacks ====


  • Requires: Level 3 Air Element

  • Duration: 1 melee round per level of experience

  • P.P.E.: 10

  • Description: The Elemental Master gains +1 attack per melee at levels 3, 7, 11, and 15. These extra attacks must be used to attack with the elemental staff or to activate a different Elemental Master ability.


====Concealment ====


  • Requires: Level 6 Air Element

  • Duration: 10 minutes per level of experience

  • P.P.E.: 10

  • Description: The Elemental Master receives a bonus of +10% per level of experience to Prowl if they already have the skill or they receive the Prowl skill with a bonus of +40% if they don't already have it and while this power is active, the Elemental Master leaves no tracks no matter what they are moving over or through.


====Summon Air Kami ====


  • Requires: Level 9 Air Element

  • Duration: 1 hour per level of experience

  • P.P.E.: 40

  • Description: The Elemental Master can summon a minor air elemental that will serve the elemental master in any way it can, similar to how a Warlock can summon an elemental.


====Presence Sense ====


  • Requires: Level 12 Air Element

  • Duration: Permanent

  • P.P.E.: None

  • Description: While wielding the elemental staff, the following spells are active on the Elemental Master: Detect Concealment, See the Invisible, See Wards, See Aura, Sense Dimensional Anomalies, Sense Traps, Sense Magic, and Sense Evil.


====Ultimate Staff of Air ====


  • Requires: Level 15 Air Element

  • Duration: Permanent

  • P.P.E.: None

  • Description: When the elemental staff is drawn by the Elemental Master, the material of the staff is replaced with a swirling mist that is still shaped like the original material. While holding the elemental staff, the Elemental Master gains a bonus of +20 to Spd attribute and +3 attacks per melee, the Elemental Master always succeeds any initiative roll and always acts first every melee round. In addition, as long as the Elemental Master wields the elemental staff, he can activate the spell Invisibility: Simple at will; at no cost.



===Earth Element Abilities ===


====Penetrate Armor ====


  • Requires: Level 1 Earth Element

  • Duration: Instant

  • P.P.E.: 2

  • Description: This ability can be used the instant before the Elemental Master rolls to strike a target and does not require any melee attacks to activate. Once used, if the target of the attack does not avoid it, the attack automatically bypasses the target's worn armor or natural armor. If the Elemental Master fails to hit the target, the PPE used to activate this ability is wasted.


====Strength of the Earth ====


  • Requires: Level 3 Earth Element

  • Duration: 1 melee round per level of experience

  • P.P.E.: 10

  • Description: The Elemental Master gains a bonus of +5 to PS attribute with an additional bonus of +1 to PS per level of experience.


====Stone Armor ====


  • Requires: Level 6 Earth Element

  • Duration: 1 minute per level of experience

  • P.P.E.: 15

  • Description: The elemental Master skin becomes gray and tough; this gives the Elemental Master +140 S.D.C. and +10 S.D.C. per level of experience, starting at level 10. This ability cannot be activated more then once per hour.


====Summon Earth Kami ====


  • Requires: Level 9 Earth Element

  • Duration: 1 hour per level of experience

  • P.P.E.: 40

  • Description: The Elemental Master can summon a minor earth elemental that will serve the elemental master in any way it can, similar to how a Warlock can summon an elemental.


====Will of the Earth ====


  • Requires: Level 12 Earth Element

  • Duration: Permanent

  • P.P.E.: None

  • Description: While wielding the elemental hammer, the Elemental Master is immune to mind control, possession, awe factor, and horror factor and gains +8 to save vs. psionics.


====Ultimate Hammer of Earth ====


  • Requires: Level 15 Earth Element

  • Duration: Permanent

  • P.P.E.: None

  • Description: When the elemental Hammer is drawn by the Elemental Master, the blade of the hammer is replaced with a jagged and pitted cut of sharp rock shaped like the original blade. While holding the elemental hammer, the Elemental Master's strength becomes supernatural, and he gains a natural armor rating of 18, and all non-magical attacks inflict only half damage.



===Fire Element Abilities ===


====Fire Bolt ====


  • Requires: Level 1 Fire Element

  • Range: 50' (15.4 m) per level of experience

  • Duration: Instant

  • Saving Throw: Dodge roll of 18 or higher

  • P.P.E.: 5

  • Description: The Elemental Master can fire a bolt of magical fire that will inflict damage when it hits the target. When it hits, Fire Bolt inflicts 2D6 points of fire damage and +1 point of fire damage per level of experience.


====Channel Life ====


  • Requires: Level 3 Fire Element

  • Duration: Instant

  • P.P.E.: 2

  • Description: This ability can be used the instant before the Elemental Master rolls to strike a target and does not require any melee attacks to activate. Once activated, the Elemental Masters selects an amount of hit points to channel into this ability and for every hit point channeled, the attack inflicts +1 point of damage. This increases to +2 points of damage per channeled hit point at level 9 and +3 points of damage per channeled hit point at level 15. If the Elemental Master fails to hit the target, the PPE used to activate this ability and the channeled hit points are wasted.


====Flame Strike ====


  • Requires: Level 6 Fire Element

  • Range: 100' (30.5 m) per level of experience

  • Duration: Instant

  • Saving Throw: Dodge roll of 22 or higher

  • P.P.E.: 15

  • Description: The Elemental Master can fire a powerful burst of magical fire that will inflict damage when it hits the target. When it hits, Fire Bolt inflicts 1D6 point of fire damage per level of experience.


====Summon Fire Kami ====


  • Requires: Level 9 Fire Element

  • Duration: 1 hour per level of experience

  • P.P.E.: 40

  • Description: The Elemental Master can summon a minor fire elemental that will serve the elemental master in any way it can, similar to how a Warlock can summon an elemental.


====True Strike ====


  • Requires: Level 12 Fire Element

  • Duration: Instant

  • P.P.E.: 7

  • Description: This ability can be used the instant before Elemental Master rolls to strike a target and does not require any melee attacks to activate. Once used, the Elemental Master does not need to roll to strike, instead he automatically hits. While the target can attempt to dodge, parry, or use other defense maneuvers, they will always fail, no matter what the target rolls.


====Ultimate Sword of Fire ====


  • Requires: Level 15 Fire Element

  • Duration: Permanent

  • P.P.E.: None

  • Description: When the elemental sword is drawn by the Elemental Master, the blade of the sword is replaced with a burning red flame shaped like the original blade. While holding the elemental sword, the Elemental Master is surrounded by bright red flames that cause 2D6 points of fire damage each time the wielder is hit by a melee-ranged weapons to the attacker. In addition, all damage caused by the sword becomes magical fire damage and the sword can hit targets up to 10' away from the Elemental Master as a normal melee attack.



===Water Element Abilities ===


====Healing Touch ====


  • Requires: Level 1 Water Element

  • Range: Touch

  • Duration: Instant

  • P.P.E.: 3

  • Description: The target of this ability is instantly healed 2D6 points of damage with an additional +1 per level of experience.


====Adaptable Defense ====


  • Requires: Level 3 Water Element

  • Duration: 1 melee round per level of experience

  • P.P.E.: 10

  • Description: While this ability is active, the Elemental Master selects a single target and each time that target attacks the Elemental Master, the Elemental Master gains a cumulative +1 bonus to all defense combat maneuvers, such as dodge and parry, against that target. The Elemental Master can select a new target for this ability by using a melee attack, but all bonuses are reset, even if the ability is moved back to someone who was targeted previously with the ability.


====Purifying Touch ====


  • Requires: Level 6 Water Element

  • Range: Touch

  • Duration: Instant

  • P.P.E.: 15

  • Description: The target of this ability is instantly healed 4D6 points of damage and all poisons and diseases, both normal and magical, affecting the target are instantly cured. In addition, the target is immune to normal and magical poisons and disease for an additional 1 day per level of experience.


====Summon Water Kami ====


  • Requires: Level 9 Water Element

  • Duration: 1 hour per level of experience

  • P.P.E.: 40

  • Description: The Elemental Master can summon a minor water elemental that will serve the elemental master in any way it can, similar to how a Warlock can summon an elemental.


====Adaptable Offense ====


  • Requires: Level 12 Water Element

  • Duration: 1 melee round per level of experience

  • P.P.E.: 20

  • Description: While this ability is active, the Elemental Master selects a single target and each time the Elemental Master attacks that that target, the Elemental Master gains a cumulative +1 bonus to all offensive combat maneuvers, such as strike and entangle, against that target. The Elemental Master can select a new target for this ability by using a melee attack, but all bonuses are reset, even if the ability is moved back to someone who was targeted previously with the ability.


====Ultimate Chain/Sphere of Water ====


  • Requires: Level 15 Water Element

  • Duration: Permanent

  • P.P.E.: None

  • Description: When the elemental chain/sphere is drawn by the Elemental Master, the material of the chain/sphere is replaced with a solid slab of ice shaped like the original chain/sphere. While holding the elemental chain/sphere, the Elemental Master regenerates at a rate of 1D6 points of damage per melee round and gains a bonus of +10 to strike, parry, and disarm with the elemental chain/sphere. In addition, all damage caused by the chain/sphere becomes magical cold damage.




The Art of Water



'



Entrance Requirements: No Attribute or Alignment restrictions. The character must have either magic or psionic or super powers to learn this fighting style.



Skill Cost: 15 Years (6 Years as a Secondary Martial Art Form)



The nature of the fighting style incorporates the Character to control the element of Water into his attacks, maximizing his elemental abilities by infusing them into his physical abilities. All of the movements are mixed in to the form of Tai Chi Chuan Kung Fu.



Water Element: The element of ice and agility, the element of water is focused on combat ability and healing. The basic bonus is +1 to parry with the elemental Chain/Sphere, the intermediate bonus is +1 to strike with the elemental chain/sphere, and the advanced bonus is +2 to PP attribute and +1 to auto-dodge, if the sword master does not already have auto-dodge, then it is automatically gained after the first time the advanced bonus is selected. The level 1st ability is Healing Touch, the level 3rd ability is Adaptable Defense, the level 6th ability is Purifying Touch, the level 9th ability is Summon Water Kami, the level 12th ability is Adaptable Offense, and the level 15th ability is the Ultimate Chain/Sphere of Water. See Elemental Power Abilities for more details on the abilities of this element.



This is the most common martial art form in the world. Tai-Chi Ch'uan is also the national exercise program of China, practiced by young and old every morning. It takes many years of study before it becomes a practical combat technique, but the time is well used in, the development of Chi. A master will appear to move in slow-motion. Never hurrying, always seeming to anticipate the opponent's attacks with gentle parries and an occasional open palm shove (see below). The physical movements of Xian Tai Chi Chuan consist of measured steps, slow sweeping turns, and wide graceful sweeps. However, with Xian Tai Chuan it is revealed that the point of these movements is not simply self-defense. No, each movement has been carefully calculated, and can be used in channeling the body’s inner Chi (Chi/P.P.E./I.S.P.). The true master, while appearing to move in slow motion, is actually sweeping up, gathering, and shaping a globe of mystical and spiritual power. Note: While P.P.E., I.S.P., and Chi are essentially the same thing in Rifts China, it’s possible for someone like a Xian Tai Chi Master to see the subtle flow of Chi, where the Chi/P.P.E. /I.S.P. is too slight to observe.



Costume: Loose cotton tunic and pants.



Stance: Rear leg bent slightly at the knee, forward leg a few inches off the ground, forward hand loosely outstretched, rear hand loosely at waist.



CHARACTER BONUSES:



Double Chi/P.P.E/I.S.P.



Add 2 to M.E.



Add 2 to M.A.



Add 2 to P.P.



COMBAT SKILLS:



Attacks per Melee: 4



Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance.



Basic Defensive Moves: Dodge, Parry, Automatic Parry.



Advanced Defenses: Multiple Dodge, Automatic Dodge.



Hand Attacks: Backhand, Push Open Hand (Special! Essentially a knockdown Strike that also does 1D6 damage. Any victim failing to counter the attack will be knocked back a number of feet equal to the attacker's Chi.), Palm Strike.



Basic Foot Attacks: Kick Attack, Snap Kick, Crescent Kick.



Weapon Katas: WP Sword



Special Katas: Chi Ball Kata:



Stepping slowly forward, walking in synch with Chi flowing in the immediate area, the character works at gathering Chi, eventually pulling it together into a ball suspended between the character’s hands. To an observer, it seems that the martial artist is slowly gathering an invisible substance like a mime artist, while simultaneously performing a circular dance step. On the other hand, anyone with the ability to perceive Chi will clearly see the ball of Chi energy being assembled by the character. The Chi will be either Negative or Positive, depending on the environment and it doesn’t matter whether the character has Positive Chi, Negative Chi, or no Chi at all. Getting the ball started is the hard part. At first level, it takes four full melee rounds to get the ball formed. At third level, it only takes three melee rounds and at sixth level, just two melee rounds. From ninth level onwards, a character can start a Chi Ball in just one full melee round. Once the ball has been started, it will contain an amount of Chi equal to the background Chi of the area. As soon as the Chi Ball is released from the hands of the character performing the Kata (or, for that matter, if the character stops the Kata) the Chi Ball will start to unravel and will cease to exist within 1d10 seconds. Once brought into existence, a Chi Ball can be used in the following ways: Chi Ball Lens: Once a Chi Ball has been started, the character can look through it and see all the Chi in the surrounding area up to about 600 feet (180.3 in) away. Any creatures of Chi, the Chi in side any living beings, Chi flows or deposits, and the general amount of Negative or Positive Chi will be clearly seen through the Chi Ball This sight continues no matter what else is done, so long as the character keeps performing the Chi Ball Kata and holds onto an intact Chi Ball. Chi Ball: For each gathering melee round, the character adds an amount of Chi equivalent to the ambient Chi in the area. So, for example, if the background Chi is 5 points of Positive Chi, the Chi Ball will have 5 points of Positive Chi. After a second melee found of gathering, the Chi Ball will have 10 points, then 15 points, and so forth. The maximum that any character can gather is 100 times the local Chi level, so the Largest Chi Bail available in our example would have 500 points of Positive Chi Once the maximum is reached, the character can continue the Chi Ball Kata indefinitely, maintaining the amount of Chi that has already been gathered.



Chi Ball Defense: As a shield against Chi attacks, the Chi Ball can be used against either the same kind of Chi or against opposing Chi. A Positive Chi Ball used as a shield against an attack of Positive Chi or a Negative Chi Ball used to block Negative Chi, will just get bigger, absorbing the excess. If the amount of Chi exceeds the maximum size for a Chi Ball the extra Chi will be harmlessly expelled. On the other hand, if a Positive Chi Ball blocks Negative Chi, or if a Negative Chi Ball is attacked by Positive Chi, then the incoming Chi will destroy an equal amount of Chi in the Ball destroying the Ball if the Chi is exceeded. If the Chi Ball is destroyed, the character will have to start the process of gathering all over again.



'Note:' As effective as a Chi Ball might be against Chi, it is totally useless as a shield from material attacks from fists or weapons.



Throwing or inserting: the Chi Ball. It’s also possible to use the Chi Ball as a weapon, either tossing it at a target, or pushing it right into an opponent. However, due to the fragile nature of the Chi Ball it immediately loses half of its Chi when released. Then, if thrown, it loses half of the remaining Chi within 180 feet (40.6 m), and all of the rest of the Chi after traveling 300 feet (90.1 in). So, if a Chi Ball containing 80 points of Positive Chi were inserted into a creature of Pure Negative Chi (it would require a successful Roll to Strike, with no bonuses), the creature would be infected with just 40 points of Positive Chi. If the Chi Ball where thrown at the creature, standing between 50 and 180 feet (1.5 to 4.6 m) away, the amount of incoming Chi would be just 20 points, or 10 points up to 300 feet (9.1 m) distant. Throwing a Chi Ball more than 300 feet (9.1 m) is useless, since it will dissolve beyond that point. Because the Chi Ball is more impressive before it’s thrown or inserted, many users of the Chi Ball Kata find it better to use the Chi Ball as a threat, rather than as an actual weapon. Note: 'If a ball has been formed discarded then the character can continue the Chi Ball Kata, and another ball can be started immediately, without having to wait the usual ‘start’ melee rounds.



Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Death Blow



SKILLS INCLUDED IN TRAINING



Martial Art Powers: Select a total of six (6) Powers from among Chi Mastery and Special Katas. Also select 4 Zenjorike Powers. If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical).



Languages: Chinese



Philosophical Training: Taoism



If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Taido (7 Years), Fong Ngan (4Years), Mien-Ch'uan (7 Years), or Xing-Chiao (3 Years).



LEVEL ADVANCEMENT BONUSES



1st: + 2 to Roll with Punch/Fall/Impact, +2 to pull punch.+ 2 to Dodge, Critical Strike from Behind.



l. Evoking the Chi Ball: Stepping slowly, walking in sync with the flow of Chi in the immediate area, the character works at gathering Chi, eventually pulling it together into a ball suspended between the character’s hands. To an observer it seems that the martial artist is slowly gathering an invisible substance, while simultaneously performing a circular dance step, as if the character were a mime artist. On the other hand, anyone with the ability to perceive Chi will clearly see the ball of Chi being assembled by the character. Preparation: Takes four full melee rounds (one minute).





2. Gathering Chi Ball: For each “gathering" melee round, the character adds lD4 Chi/P.P.E./I.S.P. to the Chi Ball. There is really no maximum, but if the amount of Chi/P.P.E.I.S.P. in the Chi Ball grows to larger than the user’s base Chi/P.P.E./I.S.P., it becomes too difficult to control. Once the desired amount is reached, the character can continue the Chi Ball Kata indefinitely, easily maintaining the amount of Chi that has already been gathered.





3. Chi Ball Damage: The Chi Manipulator can hold the Chi Ball (like palming a basketball) and use it to hit an opponent. While harmless to mortals, living creatures, devices, machines and robots, the Chi Ball is devastating to demons, disembodied Entities and other creatures of supernatural evil. For each 10 points of Chi/P.P.E. /I.S.P. stored in the Chi Ball, it inflicts lD6 M.D. (100 points for lD6xl0 M.D.).





2nd: + 2 to Maintain Balance, +2 to Parry/Dodge, Double the character’s Permanent Chi/P.P.E. /I.S.P. Base.





3rd: Double Existing Chi.



Chi Ball Lens: Once a Chi Ball has been started, the character can then look through the Ball and see all the I.S.P. and I.S.P. based phenomena in the surrounding area (up to about 60 feetflil.3 m away). Any creatures containing Chi or l.S.P., as well as dragon lines and Entities of the supernatural or spiritual will be clearly seen through the Chi Ball. This sight continues no matter what else is done, so long as the character keeps looking through an intact Chi Ball. Chi/P.P.E. /I.S.P. Cost: 3 to activate lens effect.





4th: +1 to Strike/Parry/Dodge, Critical Strike on Natural 19 or 20, Xian Tai Chi Chuan Meditation Advancement #1: +2 to I.Q., M.E., and M.A. Attributes.





5th: Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas, +1 to damage and +1 to parry, Chi Ball Defense: As a shield against I.S.P. and magical attacks, the Chi Ball can be used to absorb psychic, mystical, spiritual, spectral, or demonic energies and other non-physical attacks. Note: As effective as a Chi Ball might be against Chi, psionics and magic, it is totally useless as a shield from attacks from physical weapons, bullets, lasers, and (non-magical) energy blasts. M.D.C.: Equal to the I.S.P. stored within the Chi Ball. Chi/P.P.E. /I.S.P. Cost: 4.





6th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge. +2d6 Chi/I.S.P./P.P.E., Evoke Chi Ball in just one melee round.





7th: Double Existing Chi, + 1 to Strike, +2 to roll with punch/fall/Impact, +2 to pull punch.



Chi Ball Calm: Using the Chi Ball to instill looseness or relaxation, the character is resistant to fear, horror, panic, and other ailments of the mind. Bonus of +5 to save vs. Horror Factor and other types of fearful emotions, at least so long as the character holds the Chi Ball. Chi/P.P.E. /I.S.P. Cost: 2.





8th: +1 Attack per Melee, + 2 to Maintain Balance, Add 5D6+30 points to the character’s Permanent I.S.P. Base.





9th: Add One (1) Zenjorike Power, +2 to Maintain Balance, Xian Tai Chi Chuan Meditation Advancement #2: +1 to M.A. attribute, and +2 to save vs. Horror Factor.





10th: Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas, +1 to dodge, +2d6 Chi/I.S.P./P.P.E.



Second Chi Ball Formation: Can create two Chi Balls simultaneously, Evoke Chi Ball in just one melee Action.





11th: Double Existing Chi.



Chi Ball Levitation: Willing the Chi Ball to rise, the character is able to levitate with it by holding onto it with his hands or standing on it like an invisible elevator platform. Maximum Height is 500 feet (152 m) per level of experience. I.S.P. Cost: 10.





12th: +1 to Roll with Punch/Fall/Impact, +1 to parry or Dodge, +1 to strike and +1 on initiative, Add 4D6+20 Chi/P.P.E. /I.S.P. to the character’s Permanent Chi/P.P.E. /I.S.P. Base.





13th: +1 to parry or dodge, + 2 to Maintain Balance, Knockout/Stun on Natural 19 or 20,



Throwing the Chi Ball: It’s also possible to use the Chi Ball as a thrown weapon, so it arcs directly through an opponent, and then continues around to return to its owner. Mega-Damage: To demons and other creatures of supernatural evil, the ball inflicts 2D8 M.D.C./chi used on a glancing blow, and a full SDIO M.D. from a solid hit (it goes all the way through the victim’s body). Harmless to animals, humans, machines, and those not possessed by evil spirits. : +2 to strike, plus any other bonuses to strike from attributes or skills. Range: 100 feet per level of experience. Chi/P.P.E. /I.S.P. Cost: l0 per thrown ball.





14th: Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas. +1 Attack per Melee, Add 6D6+20 Chi/P.P.E. /I.S.P. to the character’s Permanent Chi/P.P.E. /I.S.P. Base.





15th: Add One (1) Zenjorike Power, Double Existing Chi, impervious to mental illusions while holding the Chi Ball and +5 to save vs. magical illusions.





Why Study Xian Tai Chi Ch'uan?



While far from the most powerful of combat forms, Tai-Chi nevertheless provides strong Chi power to its students.





Elemental Water Powers Abilities Introduction:



The Elemental Master can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one element, and taking even one level in a second element prevents the Sword Master from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Sword Master can take a bonus that is unique to that element.





Control Elemental Force: Water The power to manipulate and control aspects of water. To use any of these powers there must be a source of water within a 300m radius. Without an ample source of water, the character can not use the powers. The water source can be a sewer (brown water!), water pipeline, underground stream, pond, lake, ocean, or rain. However, underground water sources cannot be more than 300m underground.



1. Calm Water:



The ability to impose one's will over water turbulence. The size of waves, their speed and potential damage are reduced by half. Calming effect can be repeated in the same radius to maintain the effect, but only after the initial effect has run up the duration. Range: 100m radius, up to 300m away. Duration: 12 minutes Attacks: Uses up four actions!



2. Create Waves:



The character is able to manipulate large sources of water to create a variety of waves in water or on land. Range: 100m radius, up to 300m away. Attacks: Uses up two actions. Bonus: +4 to strike Damage by Size of Waves: The size and speed of waves can be controlled by the character with the following effects.



Small Wave: 2/3 of a meter to 2.5m tall, does 1d6 damage to all objects and people struck (will not damage vehicles, power armours, or especially dense cyborgs/mutants).



Large Wave: 3-6m tall, does 5d6 damage plus 2 damage per level of experience (will still not damage vehicles, power armours, or other dense targets).



Huge Wave: 7-12m tall, does 6d6+1d6 damage per level of experience. At this point, vehicles, power armours, and other dense targets will take half damage.



Knockdown: Getting hit with a wave taller than you is very mean. Those hit by a wave, on land or deck top, are likely to be knocked down and carried away. Getting washed up in a wave causes the loss of 1d4+1 actions. Getting hit but not knocked down causes the loss of one action.



Small Wave: 01-40% for items under 220kg. Will be carried 1d8 meters away.



Large Wave: 01-70% for items under 450kg. Will be carried 3d6 meters away.



Huge Wave: 01-80% for items under 900kg. Will be carried 5d10 meters away. Huge waves also have a 01-84% chance of capsizing small vessels, 01-60% chance to capsize medium vessels. At level 5, the character has a 01-20% chance to capsize ships and ocean liners.



3. Water Slam:



Different from a wave. This is a towering wave that comes up and then smacks down on the target like a hand. At 5m tall and 2m wide, it's nothing to be ignored. Can also be used on land if sufficient nearby water is available; 750 liters or more. Range: 40m+3m per level of experience. Damage; 2d6 plus 1 per level of experience. Victims of the slam also lose initiative and one aciton. Attacks: Uses up two actions. Bonus: +3 to strike.



4. Water Spout:



This tricky technique summons up a spout-like wave that pushes its victim skyward, bouncing atop the water spout. A large body of water must be available. Height of the Spout: 4m per level of experience. Weight Limit: 250kg per level of experience. Range: 20m+4m per level of experience. Duration: 10 seconds. Attacks: Creating a spout takes one action. Damage: Being dropped from a spout into water does 1d4 damage for every 4m of height. Being dropped onto the ground does 1d4 damage for every 2m of height. Victims bobbing atop the spout are -6 to strike, parry, dodge, and initiative.



5. Wall of Water:



This power calls up a wave which will suspend itself to create a wall of water. This wall can be up to 2m thick, 10m tall and 10m long. The water can be molded into the shape of a long, straight wall, circle, dome, or "L" or "V" shape. Because of the vast amount of moving water, it is impossible to see beyond the wall. This ability requires a vast amount of water, like a very large swimming pool, lake, river, etc. Range: 50m+3m per level. Duration: Five minutes per level of experience. Attacks: Creating a wall of water takes 2 actions. Damage: None. However, it will slow and deflect bullets. Also, those attemping to strike through the wall do so at half their usual bonuses. Also, water density can quickly disperse the effectiveness of most any attack. Projectiles: Small arms and shotgun shell fire sees their range reduced to 1/10 when passing through water. Heavy cartridges and artillery (anti-material rounds, autocannon rounds, anti-material rounds, cannon fire) see their range reduced by 1/3 when passing through water. Solid projectiles do 25% less damage after passing through water (explosive rounds don't count, they deliver their damage through the explosive payload delivery, not kinetic energy). Make sure to account for distance traveled when apply for the water, because a wall of water could very well stop a bullet. Ballistics: Missiles get fouled by the density of water, and detonate against the wall. A wall of water is easily blown apart. But, if the character is focusing on the wall, than any degree of explosive force can be applied to the wall, and it will reform itself within two actions. However if the character is using some other power, then a wall of water can only withstand 100 damage of explosive force before it falls apart. Any additional damage will pass onto the blast radius (so you subtract -100, then divide in half). Lasers: Heat lasers (IR & UV) are lose a lot of energy boiling off the water. Range is reduced to 1/4, and damage is reduced by 50%. Photonic lasers lose no damage, because of how the photons disperse through the water, however range is severally reduced, to 1/10th! Ion & Electrical Blasts: Unfortunately utterly disperse across a wall of water, with no effect. Particle & Plasma Blasts: These attacks are very capable of blasting a wall of water apart. It only takes 100 damage worth of particle and/or plasma blasts to boil off a wall of water. However, all attacks are absorbed by the wall, and the remaining damage from the final attack does not pass over (due to the density of water). The wall also possesses the force of moving water. It takes about 10 seconds to swim through through it with a Swimming skill check, and if the character can't swim, then they will simply be swept up by the moving water if they weigh less than 300kg. Those weighing more than 300kg who can't swim can walk through at 1/4 their usual Speed. Vehicles, or incredibly fast moving mutants find their speed reduced by 1/2. Impact is hard on superspeed mutants though, causing 1d6 damage for every 75kmph of speed.



6. Whirlpool:



This ability creates a huge, spinning whirlpool in any body of water. Of course, it's only really effective in large bodies (pond, lake, river, sea, etc.). This watery funnel pulls and sucks all objects in or on the water into its whirling center, cruhsing and dragging them down into the depths. Objects caught in the outer edge will be snagged in the pull and drawn towards its center in a spiraling circle, at a rate of 3m every 30 seconds. Range: 100m away plus 6m per level of experience. Duration: Eight minutes. The creator of the whirlpool can cancel it any time and can create a new one every minute. Attacks: Creating a whirlpool must be the first action of a round and uses up four attacks! Damage: The whirlpool has a 10m radius and does 4d6 damage to everything in its grip every 20 seconds. Victims in the water will become dizzy and disoriented, with no initiative, and -4 to strike, parry, and dodge, and lose half of their melee actions (spend them trying to keep ones head above water). Plus there is a 01-33% chance of drowning. Victims can be pulled, flown or levitated to safety. Large boats or ships may be able to pull themselves away; 01-66% chance of boats pulling free, roll once each 20 seconds.



7. Create Underwater Air Bubble.



The character can create an underwater air bubble, affecting a maximum radius of 3m. The bubble can be created around oneself or to encircle as many as a dozen people at a distance. The bubble cannot be moved easily; normally floating along with the tide with a slight, upward drift (about 3m per minute). Through intense concentration the person who created the bubble can direct it, moving with a Speed attribute of 6. Controlling the bubble uses up all of the character's concentration. The bubble can be punctured or destroyed by any type of attack. Those those inside cannot use any weapon or power that emits a projectile or force because it will pop the bubble. Photonic lasers can be used with no fear, though their range in the water is somewhat abysmal. Many psionic and magic abilities can also be used without fear. Range: 40m+3m per level Bubble S.D.C.: 50 Duration: Eight minutes per level of experience. Attacks: Creating a bubble uses up three acttacks. Can typically create one every 10 seconds, but can only move one at a time.



8. Walk on Water:



Exactly what it sounds like, the character is able to stand, walk, run or float atop the water (including atop a spout or wave without penalty), but speed is reduced by half. Range: Self Duration: 10 minutes per level of experience. Attacks: Activation of this power takes up one action and maintaining it takes 1 action every round.



9. Other Abilities & Bonuses:



Accurately sense depth underwater within 1d4 meters.



Accurate sense direction underwater.



Resistant to cold (half damage)



Depth tolerance is 300m+50m per level of experience.



Can hold breath underwater for 1d6 minutes plus 4 minutes per level of experience.



This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.



Alter Physical Structure: Liquid The weird power to transform into a fluid state, and gives them influence over water or liquid when in contact with it.



1. Water Bolt:



The character can instantly draw on moisture in the air, or another source of water, and fire a jet/stream of water at an opponent. The impact is about twice as hard as a normal humans punch. Range: 10m+3m per level of experience. Damage: 2d4+1 per level of experience. Penetration: None Bonus: +2 to strike



2. Water Behemoth:



The character can draw on an existing body of water to increase in size and mass 2, 3, 4, or 5 times his normal size. Duration: 2 mintues per level of experience. Attacks per Round: The character can increase in size by one level per round, requiring two actions to do so. Bonuses & Penalties: +1 to strike, -1 to dodge, speed is reduced by 30%. Size, Weight, and Bonuses: This is as applied to the characters liquid mass. Two times water mass, +2d6 damage, +70 to S.D.C. Three times water mass, +3d6 damage, +150 to S.D.C., P.S. counts as Superhuman Four times water mass, +5d6+10 damage, +300 to S.D.C., P.S. counts as Superhuman Five times water mass, +6d6+20 damage, +500 to S.D.C., P.S. counts as Supernatural. Note: When the time has elapsed the character sheds off all the water they gained and must regather themselves.



3. Water Merge:



The character can completely merge into water and can not be seen. In the water form, the character does not breathe in the conventional sense (the water is oxygenated); thus he can stay in or under the water for an indefinate period of time. Traveling speed in water is 1/3 normal running speed. Depth tolerance is unlimited.



4. Manipulate Shape:



This power gives the character the ability to slip through a lot of tight situations. Can squish, mold, and puddle his/her physical form.



5. Limited Invulnerability



Projectile weapons, physical weapons, explosions, photonic lasers, and sonic/vibration attacks do not damage the character. Explosions and sonic/vibration attacks will however blow the character apart, and it will take 2d6 minutes to reform. Electricity, fire, heat, psionics, and magic do full damage. I.R. & U.V. lasers inflict half damage. Cold attacks inflict full damage.



6. Other Abilities & Bonuses



+30 to S.D.C. (applies whether or not he/she is in liquid form)



Physical Strength becomes Extraordinary while in water form.



Weight is increased 7x in water form.



The character radiates no heat when in water form; thus cannot be detected or tracked by infrared or heat sensors. When merged in water, he/she is completely invisible to sonar.



Horror Factor 12 (15 when 3x bigger than normal)



Cold/ /Cryogenic/ Ice Powers:





Alter Physical Structure: Ice The startling ability to transform into a being of living ice, as well as manipulate and control aspects of cold. Snow an ice can be created by an extraordinary means of watery condensation and freezing of moisture out of thin air. In this way the character can create snow and ice.



1. Create Snow and/or Ice:



The character can create a ball of snow or chunk of ice out of thin air, dropping it on top of somebody, or something, or covering an object with it. The character can create 25kg of snow or ice in one action, add 5kg for each level of experience. Range: 30m+3m per level of experience Duration: Until it melts Damage: Dropping a snow mound on top of somebody inflicts 1d4 damage plus it blinds and staggers the target, victim loses next attack, and initiative. A 25kg ice chunk does 2d6 damage + 3 damage for each additional 5kg, and but has no penetration. Note: The creation of snow and/or ice can be repeated for multiple actions to block a passage or door, cover an ojbect, impair movement, cause confusion, or make a gigantic ice chunk/spike.



2. Create and Hurl Snowballs/Ice balls:



The character can create and throw one tightly packed snowball/iceball in one action. Range: See W.P. Thrown Damage: A snow ball does one point of damage, and cannot do H.P. damage, more of an annoyance than a threat. At level 3 the character can hide an ice shard in the snowball. With a successful called shot they could pierce someone's unprotected eyeball. An ice ball does 1d6 damage + 1 per level. Penetration: Snowballs have no penetration and do not damage dense targets. Iceballs have a 1 to penetrate, but have no penetration against dense targets. Duration: At room temperature your average snowball melts in about fourteen seconds, and your average ice ball melts in 5 minutes. Bonus: +2 to strike. Note: This can be done whether the character is in ice or human form.



3. Create and Hurl Ice Shards/Spikes/Spears



At level 1, the character can create and throw 1-3 ice blades in one action. At level 3, the character can create and throw 1-6 ice blades in one action, or 1 ice spike. At level 6, the character can create and throw 1-6 ice blades in one action, or 2 ice spikes, or 1 ice spear. At level 12, the character can create and throw 1-6 ice blades in one action, or 2 ice spikes, or 2 ice spears. Range: See W.P. Thrown Damage: One ice shard does 2d4 damage. One ice spike does 6d4 damage. One ice spear does 6d6+6 damage. Penetration: Ice shards have no penetration, and do no damage to dense targets. Ice spikes have a penetration value of 6, 3 against dense targets. Ice spears have a penetration value of 7, 3 against dense targets. Spears do half damage when failing to penetrate. Duration: Ice shards last for one minute at room temperature. Spikes last for six minutes. Spears last for twelve minutes. Bonus: +2 to strike with a single ice shard/spike/spear. No bonuses when throwing multiple. Note: This attack can only be done when the character is in ice form.



4. Ice Wall or Shield:



Range: Self for a hand-held shield, or a wall can be projected up to 30m away. If trying to erect a shield or wall against an attack, make a parry roll. S.D.C.: Small, but thick (Requires a P.S. of 15 to wield as shield); 1.5x1.8m: 40 S.D.C., A.R. 14. Medium size (Requires a P.S. of 20 to wield as shield) up to 3x2m: 60 S.D.C., A.R. 14 Large size (Requires a P.S. of 30 to wield as shield) up to 6x3m: 100 S.D.C., A.R. 15 Resistances & Vulnerabilities: Physical attacks and gunshots that fail to penetrate only do half damage. Heat, sonic/vibration, or explosive attacks do double damage. Photonic Lasers do NO damage. Duration: Tough thick stuff, takes hours to melt. Creation of a small wall or shield takes one action, but medium and large walls or shield take two actions. Bonuses: +2 to parry with walls/shields.



5. Encase in Ice:



The ability to quickly form ice around someone or something. This power may be used to create a handful of different forms, but all appear as some sort of ice block. Range: 30m or by touch Damage: Special, see each specific type of ice block. Duration: Until it is shattered or melts. Most melt enough to pull or smash free in ten minutes. Attacks per Round: Each encasement takes two actions. Bonus: +1 to strike, automatic if done by touch.



Types of Ice Encasement & Damage: In all cases, the character's mastery over ice allows him to dispel the icy encasement at any time, making 80-90% of it melt away within thirty seconds regardless of size.



Ice manacles, 15cm thick, have an A.R. of 8 and 30 S.D.C., add 2 A.R. and 30 S.D.C. for every additional 15cm. Encasing hand-held weapons in an ice block will always incapacitate both energy and conventional weapons. The block has an A.R. of 8 and 30 S.D.C., it causes 1d6 points of damage. Encasing a part of an opponent in ice is a debilitating and potentially lethal tactic Encasing a portion of the human body, such as a hand, arm, foot, or leg (or both together), will impair movement until the ice is broken off. If one hand and/or arm is encased in ice the character is -25% to perform skills requiring his/her hands. If both are encased or frozen together, the character obviously cannot use his/her hands. If one foot is encased in ice, reduce speed, prowl, climbing and swimming by 10%. If both feet or one entire foot and leg are encased, reduce by 40%. If both legs are incased in ice, the character is immobilized! These ice blocks have an A.R. of 10 and 60 S.D.C. Damage to protected/covered skin: One point of damage for every minute that they are encased. Unprotected, bare skin takes 1d4 damage every minute it is encased by ice. Numbness also occurs, and a freed limb is -10% to skills, and -1 to strike, parry, and/or dodge for 2d6 minutes. Encasing the entire body, excluding the head. This is a rather extreme measure that completely immobilizes the average human. The character can encase his victim in a block of ice that is consistently 15cm thick all about. That's about 100kg of ice with an A.R. of 10 and 100 S.D.C. Add 2 A.R., 100 S.D.C., and 100kg for each additional 15cm. It requires every four of the characters actions to create an ice block, and an additional four attacks for each additional six inches. Encasement begins at the feet and goes up to the coloar bone. This prevents the prisoner from running away or using his arms and hands. In most cases, the frozen prisoner has no means of escape or combat. However, characters with APS: Fire or Plasma can use their fiery nature to destroy the ice. Likewise, those with an Extraordinary/Superhuman/Supernatural P.S. can attempt to flex and break free of the ice. However this is done as a difficulty check (P.S. Attribute+d20 roll) against 50 for Extraordinary/Superhuman, and 40 for Supernatural. One of these checks is required for every 15cm of ice. Damage: Characters that are encased in ice will suffer from hypothermia and endure 4d6 damage for every ten seconds they are encased. Most victims can escape an ice block only of it is shattered or melted. In warm temperatures (roughly 15-30 degrees Celsius) it takes 10-15 minutes per 15cm to melt enough to break free (half that time in 31+ degrees). Remains unmelted in freezing temperatures. Encasing the head in ice will immediately cut off the oxygen supply, causing suffocation. Dizziness will occur within one minute, unconsciousness in two and suffocation with 4d4x10 seconds thereafter. If only the head is covered, the victim is -2 to strike, parry and dodge, but still free to run to get help or try to free his/herself.



7. Generate Ice:



Range: 6x6m area, up to 30m away. Attacks per Round: Counts as one action. Generating ice creates a thin coating of ice which can be made to cover objects, the ground, floors, ceilings, walls, even animals an people. The character can control his/her power with such proficiency that he/she can over everything in his/her radius or one specific object or person. The coating is 7mm thick. If the used to coat a living creature, it does 1d6 points of damage and causes discomfort, but does not impair movement. Coating a window/glass will make looking through it impossible (only vague colors, lights and shapes can be seen). Coating the ground will impair movement, reducing speed by half. At half speed there is a 50% chance of slipping and falling. Trying to travel at full speed, there is an 80% chance of slipping and sliding 4d6 meters. Each time a person falls, he/she loses intiative and two actions. Freezing the water is also possible, at 100 liters every 10 seconds.



8. Ice Sled



Range: 1 mile (1.6km) per minute.



Duration: 15 minutes per 30ft (10m) before melting



Damage: None



Attacks per Melee: All attacks are used up while making an ice sled.



This ability is much the same as generating ice, only slides that enable travel are formed. The ice character is so adept at controlling ice that he or she will never slip on the slides. The ice sled will support 500 lb. per level of experience and will be able to stretch across a quarter of a mile every fifteen seconds (1 melee). If the character is attacked when performing an ice sled manoeuvre, he/she may attempt to parry by pivoting the ice around so as to act as a shield (100 M.D.C) however he has a -3 penalty and costs an attack per melee. But if the character doesn't wish to do this, then he/she can simply stop the manoeuvre in mid slide (air?) and dodge. parry, strike etc. The maximum distance possible to slide at one time is five miles before needing a two-minute break from generating ALL forms of ice. If ice is generated during the break time then take away a mile for every action involving ice generation for the next ice sled stints.



9. Other Abilities and Bonuses:



Impervious to cold(NO DAMAGE)



The character's normal weight is doubled when transformed into ice.



Can estimate temperature near or below freezing within 1d4 degrees of accuracy.



Exceptional balance on ice 70%+2% per level, and can instinctively ice skate or slide along ice at double running speed, with or without skates.



Physical Strength becomes extraordinary while transformed.



Natural Armor Rating when in ice form; A.R. 14. Physical attacks and gunshots that fail to penetrate do no damage (unless specifically noted when applying to dense targets). Heat



Natural Amour when in ice form; M.D.C: 300. Rail Guns and magical M.D.C weapons like knives and swords, do one half their normal damages. That is how effective a protection of ice can be.



Ice Armour regenerates at a rate of 6D6 M.D.C per minute.



Lasers do NO damage, reflection and bouncing off the reflective surface of the ice.



Explosives, including grenades, dynamite nitro and plastic explosives, all do half damage.



Supernatural punches do half damage.



Fire, electricity, Psionics and other attacks do full damage.



The character's normal weight is doubled when in ice form



(including I.R. & U.V. lasers), sonic/vibration, or explosive attacks do double damage. Photonic Lasers do NO damage.



+50 S.D.C. in Ice form.



Horror Factor 12





Superior Energy Expulsion Powers



The ability to generate huge bolts of Cold and Ice and discharge them at will. The main difference between these three powers is the amount of damage inflicted and the various special effects that come with the specific energy type.A chilling bolt of cold, ice, and/ or sleet can be directed at victims. Taking more than 30 points of cold damage in a melee will reduce the victim's combat bonuses and speed by a cumulative 10%, and wears off in 1d4 minutes. A being that loses all S.D.C.tm in this manner falls into cryo-stasis and must be revived. Using heat (even Energy Expulsion: Fire or Microwave!) will revive the victim in 3d4 minutes with little, if any, side effects. Anyone losing hit points and S.D.C./M.D.C.tm are +25% vs coma/death and get 3d4 hit points back when revived. Those in environmental armor will not be affected by this power's numbing effects and will not lose bonuses or speed or enter cryo-stasis. Using this power it is possible to build up amounts of ice, equal in physical S.D.C./M.D.C.tm to the damage rolled. Each attack keeps adding strength to the ice. Also see the Alter Physical Structure: Ice power in Heroes Unlimitedtm for notes on ice sheets, encasing in ice, etc. (Example Character that take ½ damage to cold and ice also take ½ damage from a cold Energy Bolt, Laser Refractive allows take ½ damage from a light/laser Blast.)



Incremental Blasts: The character can limit his bursts from level one. 1D6, 2D6, 3D6, 4D6, 5D6, 6D6, 7D6, 1D6x10 are the damage levels.



The following table is for the section of the body where the beams are emitted.


Percentile

Body Part

01-20

Eyes

21-45

Fingers

46-60

Whole Arm

61-90

Whole Body

91-00

Both arms together (must be touching each other).


Advanced Superior Energy Expulsion: ice







Range: 600ft maximum (183m)



Damage: 2D6x10 M.D + 10 M.D per experience level.



Attacks per Melee: Each Full Power Blast Counts as a full melee attack. Incremental Blasts can be fired equal to the character’s hand to hand.



Bonuses: +4 Aimed strike, +2 for wild shot.





Ranged Attack: Cold



Hurricane



Range: Affects a 120 foot (36.6 m) area and can be cast up to 500 feet away (155 m).



Duration: Four melees per level of the warlock.



Saving throw: None



P.P.E.: 50



This elemental power creates a great sea storm with 100 to 150 mph winds blowing around within a 120 foot +120 foot area per level. The sea is lashed into huge waves 30 feet (9 m) tall which will batter and destroy all but the largest ships. Inflicts 3D6x10 M.D. per melee. Torrential rains, thunder and lightning accompany these terrific winds. Any person foolish enough to be above decks during this storm will take 1D6 M.D. per melee due to flying debris, wind, and hail.







Advanced Energy Expulsion' Substance Cold/Ice/Water/Liquids



. Characters with this power have more control over their attack powers than most others. They are able to regulate damage in 1d6 increments at level one, plus they can perform the dual attack normally available at level three (see pg. 72 of HU 2nd Ed.). In addition, this minor power gives the capacity to twist the attack powers in new ways. For lack of a better term, call them 'special effects'. Although the special effects here can be applied to any attack power, they can only be used to enhance one such attack power at a time (GMs might ignore this, depending on what players want to combine). Other attack powers can be used, but only one can utilize a special effect at any given time. Further, only one special effect can be applied to an attack power at a time though multiple effects might be known. Unless otherwise stated, the special effects all require one melee action of concentration to initiate usage (to bring it online, so to speak) and one melee action to attack with it. Changing the special effect in use and/or the attack power it is being used in conjunction with can be done once per melee and requires one melee action. Note 1: Some GM's preferred the 'old' style of this power, in which players could sacrifice attribute points or S.D.C.tm to acquire special effects. If you prefer it that way, let the player pick one special effect per two selections of penalties from this list:



-1 penalty on the character's I.Q., M.E., P.S., P.P., or P.E. (player picks one).



-2 penalty on the character's M.A. or P.B. (player picks one).



-2 penalty on the character's Spd., or -10 MPH from the top speed for super speed or flying characters.



-1 to save vs. poisons/toxins.



-1 to save vs. mental attacks (psionic, super power, or magical in nature).



-1 to save vs. magic.



-3 penalty on hit points.



-7 penalty on S.D.C.tm (or M.D.C.tm if in Rifts®)



Lose one secondary skill (spent the time developing the special effect).



Note 2: GM's might also decide to let the 'blaster' characters develop a special effect or two during the course of campaigns, as levels are gained. The special effect should be limited to being used with only one specific energy or ranged attack. Note 3: Beings with Super- Energy Expulsion could trade their Aura Effect and Ricochet Blast for other powers listed here, and instead of having to focus those powers they could use them at will (and so use of them isn't mutually exclusive and no attacks are required to enable them). If this is done all penalties, bonuses, and range reductions are cumulative. The effects can, of course, be turned off to have a normal ranged blast. Players may choose to use each of these special effects from this list.



This power lets the character create three kinds of damaging matter to attack with. Choose one kind of matter to project.



Liquid: Liquid substances will hang on a target for 1d4 melees and cause another 1d6 plus the level of experience in damage each melee unless the victim takes two attacks to shake it off (no dodges, parries, or strikes during that time). Water, cryogenic liquid (cold based attack).



Solid: The player could project some form of solid matter. This is a spray Ice needles, Ice blades.



Special: If the player desires, the ice can be non- damaging and instead have a 'trapping' effect. Liquid or solid matter can be used to 'gum up' a machine, bond someone's feet to the floor (breaking free requires heating agents or a combined P.S. of at least 20, plus the level of the ice creator), repetively used to create a barrier (each use would add 20 S.D.C.tm to a barrier, +10 per level), hold doorways shut, create a slippery surface. There are many useful effects possible for the Ice substances. Affects



Insubstantial: Different from the phasing modification, the power gains the ability to affect nearly all beings like astral travellers, intangible or APS: Mist super beings, and some supernatural beings and entities (ghosts are a good example). Note the difference between seeing the insubstantial enemies and attacking them. The character may need some means of visual enhancement. The attack still affects physical beings. Mist- form vampires and other beings with unique vulnerabilities do not take damage from this effect (unless the mutant has abilities that can normally harm vampires). Armor Piercing: The blasts are super- focused and able to punch through tough structures. For strike purposes, treat them as you would armor piercing bullets - good for those pesky APS: Metal fellows! Add a +2 to strike at level one, +1 more at levels four, eight, and twelve. Apply this bonus only when attacking targets with an armor rating, natural or from body armor. Think of it more as lowering a high A.R. rather than as a strike bonus. A natural roll of 18-20 will partially penetrate forcefields (does half damage to the field and half to the thing inside it) and will even do half damage to invulnerable beings! Each armor piercing blast has 25% of the normal attack range. Aura Effect: Same as ability #3 described in the Super- Energy Expulsion power, page 293 of HU 2nd Ed. Me? I'd change the range to 10ft +2ft per level of experience and increase the damage to 3d6 +1 per level of experience (it has to keep up with Energy Expulsion: Electrical Field), both for this special effect and the Super- Energy Expulsion version. Continuous: Cannot be chosen until level three or beyond. The character needs only one successful strike per melee to hit with the power, and the victim suffers damage until a successful dodge of the attack roll is made. He cannot attack anything else in any way, though he can drop a current continuous attack on one target and move to another (with a new strike roll, of course). The main drawback to a continuous attack is the virtually complete lack of defense. Knockdowns, explosions, and unconciousness will obviously interrupt the continuous attack, as will intense pain and stun attacks. When using this special effect, the character's dodge bonuses are reduced to a maximum of +2 and only two dodges per melee can be made (speedsters can add an extra +1 and get a third dodge per melee). Only normal dodges can be made - not automatic or multiple ones. Parries are not possible. To keep the continuous attack on, it may be necessary to chase the target. Further, the character must use three melee actions to initiate a continuous attack - a failed strike means he must concentrate and try again. If the strike roll is 4 or less it fails as normal. While continuously attacking, the character cannot perform any other attack or utilize special powers that require concentration - no shapechanging, no using control powers, no bending light, and no super speed attacks. The only powers that can be utilized during a continuous attack are instinctive and/or automatic ones like the Personal Force Field, Sense Super Powers, and extraordinary attributes. Though there are several limitations to this effect, the benefits are impressive. For the strike roll add the P.P. bonuses and the normal energy expulsion attack bonuses. Also add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The strike is one made of experience and intense concentration. The victims can still dodge but that dodge must be a normal dodge - automatic dodges aren't effective against this. The victim may use up any number of attacks trying to dodge the assault, but he must tie or exceed the continuous attack strike roll. Apply the rules for natural 20's as normal (a natural 20 continuous strike can be a real problem!) Against moving targets a new strike roll must be made each consecutive melee, but the new strike roll requires no melee actions! All the character's attacks are devoted to damaging the target. Stationary targets don't require additional strike rolls. On consecutive melees, if the strike roll fails even once the character must start all over. For the total continuous damage in a melee roll the damage of one attack and multiply it by the number of melees spent attacking, plus one more. An Example: A third level mutant with four melee attacks and a pure energy attack doing 6d6 per level has an M.E. of 22 bonus and a +1 P.P. bonus. If he does a continous attack, he uses his first three melee attacks to continously strike with a total bonus of +6. That leaves him one melee action to dump some damage on an enemy. If the enemy fails to dodge, the attacking character will roll 6d6 and multiply the result times two (one melee action of attacking plus one more). Every consecutive melee that the character makes a successful strike roll, the damage is applied. On the consecutive melees, the character does 6d6 times five damage (four melee actions plus one more)! Counterblast: Beyond using the attack power to strike, the character has learned to use it to interrupt oncoming projectile/ energy/ ranged attacks. The character can 'parry' one such attack per counterparry at level one - normally, parrying such an attack has a -6 penalty but the level one character does so with no penalty at all! At levels two, four, six, eight, ten, and twelve add a +1 to parry with a counterblast. No other bonuses can be added to the parry roll. The counterblast parry counts as one melee action. The types of energy or attack power involved do not matter, to keep things simple. A counterblast can parry any kind of ranged attack (from arrows and bullets to energy blasts and missiles), and does half the normal damage (useful to know with missiles) with half of the normal range. If used to parry a melee attack the character takes no damage from the melee attack, but the attacker takes the standard damage (which is half the normal damage of the usual attack). Cutting Torch: It isn't possible to use this effect during combat - not the focus here. Instead, the character can tune his attack powers to a beam just a few millimeters wide - perfect for cutting. The beam can do anywhere from a point of damage up to half of the normal damage times the number of melee actions - per melee applied! A strike roll must still be made every melee, but if the roll is between 1 and the target's A.R. then only half damage is done to the target (a quarter of the normal attack power maximum). This could also be utilized as a torture device by evil beings (victims are -4 to save vs pain or -20% to resist interrogation) but the target must be non- moving, tied up or otherwise bound. Range of this effect is only five inches, plus one inch per level of experience. The control is so fine after level three that it is even possible to utilize this for surgery and electronics work (depending on the power). Note that the attack form need not be limited to fire and energy. A cold/ ice, sound, or vibration attack can be used to 'crack' targets instead of cut them. Radioactive energies could break down atomic bonds and swiftly separate the matter along the path desired. Note: To cut a passage through a wall or door, only a third of the S.D.C.tm (per 10ft square section) has to be depleted. Death Blow: Cannot be selected until level six. The range of a death blow blast is drastically limited - it is only 30ft. The attack requires a declared death blow, a natural roll of 19-20, and the character must use three melee attacks to perform it. Reduce the required natural roll to 18-20 at level ten. Success means that double normal damage is done direct to hit points and failure means that only double S.D.C.tm damage is done. While preparing the death blow blast the character cannot parry, but he can dodge without the benefit of bonuses. It won't damage hit points through any kind of body armor, but will cause double S.D.C.tm damage to the armor. It is also effective against natural A.R. and will do double S.D.C.tm damage when rolls are less than the natural A.R. Dodge Enhancement: A unique defensive use of the attack power! It is tuned to provide an acceleration away from an oncoming attack. While in use, the power can't be used to attack with - instead, the character uses it as a dodge booster, providing an additional +3 to dodge at level one, +1 more at levels two, five, and nine. Reduce the bonus by half on an automatic dodge. Thus, a blast of flame or pulse of radiation can propel the character away from an oncoming attack. As an alternative use, if the character does not have an automatic dodge he can instead use the dodge enhancement to provide an automatic dodge with a +2 bonus (does not increase - use only for those without an automatic dodge ability). Explosive Effect: When the attack hits a target it virtually explodes, doing full damage to the target and half damage to everything within a 4ft +1ft per level radius. The primary victim also suffers knockdown - the loss of their next attack and no initiative. This penalty applies even if the victim is immune to the attack form. The explosive blasts have half the normal range. Extra Attack: Though the character can always use melee actions to use the attack power, this gives the character one extra melee attack to use attack power. One extra attack is possessed at level one, plus one more at levels four, eight, and twelve. If a 5th level character has four normal hand to hand attacks, he could do anything he wished with his four normal hand to hand attacks but the extra two could only be used to fire his attack power. Note: These extra attacks cannot be used with any extra damage blasts (as per below) or with super blasts fired by Super Energy Expulsion or Power Blast. Hard Impact: The victim of this blast suffers knockdown (lose initiative and the next melee attack) if they fail a maintain balance roll. After level five the character can also increase the force up to a critical knockdown (lose initiative and the next two attacks). Or, the 5th level character can instead cause normal knockdown by doing an area affect burst. It is effective against 1d4+2 targets, does a quarter normal damage against each, and has 25% of the normal range. The impact is so severe that the character can reduce the maintain balance roll by -1 at level two, -1 more at levels four, six, and nine. APS: Stone, APS: Metal, Invulnerable, Bio- Armor, robots, power armor, androids, and other super- tough characters are all +6 to maintain balance unless otherwise stated (or in special circumstances). The range of the hard impact blast is not affected, but the special penalization effect is limited to half the normal range (only targets within the limited range will suffer the balance penalty, which would be one eighth of the normal range for an area- affect burst). Homing: Cannot be chosen until level three. The attack will arc around structures and non- targets on its way to the intended recipient, as long as he is visible. It will also follow targets around corners and into buildings, so long as the target was initially visible to the character. Using the power for extra- accurate called shots is also possible. The attack gains an extra +1 to strike, +1 more at levels three, eight, and twelve. The strike roll also never fails - anything lower than an 8 after bonuses is treated as an eight. Dodging a homing blast is always possible, just more difficult. The homing blast range is only 25% of the normal range. Wild shots still get the strike bonus (probably the only bonus there is), but if the roll is less than eight it is not treated as an eight (i.e. wild homing shots can still miss). It is also possible to perform 'arcing' blasts that can boomerang back to hit targets. When hitting something from behind a -4 dodge penalty is applied, unless the target has Radar - they do it without the penalty. Arcing blasts can also hit targets hiding behind objects for cover. However, low rolls are not treated as eights and they miss outright. Arcing blasts do not benefit from P.P. bonuses, only the attack power bonuses and the homing bonuses. Arcing shots also require two melee actions to produce. Long Range: The character can focus his attack power to have triple the range, but the damage is halved and the distance attack requires two melee actions. Long range combat is 60ft and beyond, and requires an 8 or more to strike (as opposed to the usual 5 or higher). Phasing: The power can pass through one object (plus one more at levels three, six, nine, and twelve) without damaging it and do full damage to a target just beyond it. If used on a character wearing armor, it passes through the armor and the character. Useful in hostage situations, for penetrating walls, against vehicles, and when fighting in crowded conditions. This power will not penetrate any sort of force field and the phasing blasts have half the range of a normal shot. Best combined with some sort of penetrating vision. Protective Field: The character can coerce his attack power to encircle himself, shielding him from attacks. The barrier acts like a low power force field that absorbs all damage (no A.R. - total shielding). It has an S.D.C.tm base of 40, +5 more per level of experience, and recovers at a rate of 4d4 S.D.C.tm per melee. When the attack power is bent into a field, it cannot be used to fire ranged attacks. The shield does a quarter of the normal damage or 1d6 damage (whichever is more) to those who touch the field. Also add this damage to any hand to hand strikes or melee weapon attacks. This special effect requires some concentration to maintain - the character loses one melee action and -2 on initiative when it is in use. The shield takes no damage from similar energies (fire, heat, and microwaves can't damage a flame shield, lasers can't affect a light shield, etc.) Kinetic energy shields are the only exception, which instead are resistant to kinetic energy/ impacts and take half damage from them. The shield absorbs half the damage from falls, heavy impacts (like ramming attacks), and supernatural strength attacks - the other half hits the character. All other damage is soaked up by the barrier. Halve the shield recovery rate, halve the S.D.C.tm base, and turn both into M.D.C.tm for Rifts®. Ricochet Blast: Same as ability #4 described in the Super- Energy Expulsion power, page 293 of HU 2nd Ed. Spheres: The character can channel his attack power into concentrated balls of energy (or sound, or light, etc.), which will follow the character and stay within 5ft of him. These spheres can be used to attack targets much like mentally- directed missiles. This ability cannot be selected until level three. One sphere can be maintained per two points of M.E., and one melee action is required to generate two spheres. There is no limit to the time that a sphere can be maintained, but while this is done no non- automatic or constant use powers can be used (no gravity manipulation, no teleportation, no shape shifting, no control powers, etc.) The spheres have range of attack of 90ft +10ft per level of experience (which is 120ft at level three). Each sphere does half of the normal attack power damage. The only bonuses to strike that are valid are the normal +3 to strike aimed and +1 to strike wild and a special M.E. bonus. Add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The main benefit of the spheres is that they act much like missiles do. Volleys of any number can be fired at a target. Use the standard volley rules. The spheres do not have a blast radius - they can damage only what they are fired at and do not affect the area around the victim. Also, ten points of damage will disrupt the containment field and destroy the sphere before it can damage a target (a called shot of 15 or higher is necessary to target a sphere). The spheres can, however, be used for called shots (normal missiles cannot).





Matter Shaping With Ice Only



This power is a simple idea with many possible applications. By holding or touching objects the character can reshape non- living matter! The act takes full concentration - no attacking, defending, or walking is possible. Something to remember with this power is that it is usually not necessary to destroy all of an object's S.D.C.tm to render it useless - doors can be circumvented by cutting out the lock and a window can be bypassed without breaking it by cutting the glass.



Sculpting and modeling skills gain a +20% bonus! Even better than using tools for this, the character can take the hardest stone and the toughest metal and shape those into works of art as easily as us normal’s use clay and putty.



Those with locksmithing skills can 'will' key blanks (or keys that are already cut) to form into copies of a key. Doing so takes 1d4+4 minutes if using a key blank to determine the shape of the lock, or a mere two minutes if a key is available to copy. Make a standard skill roll. Failure means the character has to try again in another minute.



Degrading objects is also possible! The character can do one point of S.D.C.tm damage to non- living matter per melee of concentration (it's easier to destroy than to create). At level three, increase this to 1d4 points of damage per melee.



Working on M.D.C.tm matter is also possible when in a Rifts® environment. The same repair/ degrading rate applies (the strength of the material matters not - the molecules themselves are manipulated).







Ice sword: 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular sword



Ice dagger: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular dagger



Ice Stars: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular star



Multi-Image= <25> creates 4 +4/lv images of fighter when multi-image is active opponents need a natural 18 strike roll to actually hit the real fighter, image is destroyed as soon as it is hit



Soul freeze: touch 1/h 1-1d10 +1d10/lv + P.S.( Can be Layered with other attacks)



Foxes Blessing: instantly heal self and up to 2 people touched of all damage, Curses, diseases or ailments



Ice blast: 1d10*10/lv or freeze opponent into a 20ft block of ice no act 20act +1d10/act













Art of Earth



The nature of the fighting style incorporates the Character to control the element of Earth into his attacks, maximizing his elemental abilities by infusing them into his physical abilities. All of the movements are mixed in to the form of Hung Gar Kung Fu.





Earth Element: The element of strength and endurance, and resistance to damage, the element of earth is focused on will power and hurting the enemy, and withstanding the damage a enemy can deliver. The basic bonus is +1 to damage with the elemental hammer, the intermediate bonus is: +2D6x10+60 S.D.C./H.P./M.D.C., and the advanced bonus is +10 to PS and PE attribute. The level 1st ability is Penetrate Armor, the level 3rd ability is Strength of the Earth, the level 6th ability is Stone Armor, the level 9th ability is Summon Earth Kami, the level 12th ability is Will of the Earth, and the level 15th ability is the Ultimate Hammer of Earth. See Elemental Power Abilities for more details on the abilities of this element.





Hung Gar is the most widespread and popular of the five dominant Southern Chinese kung fu styles (the others being Lau, Choy, Lay, and Mok). "Gar" translates as family or clan, while "Hung" refers to the style's creator, Hung Hei Goon. Hung Gar, then, is the kung fu of the family of Hung. Legends say that Hung originally learned the Shao-lin Tiger system from Master Gee See. From this basis, Hung added elements from the White Crane, which he learned from his wife, as well as movements and techniques from the Dragon, Snake, Leopard, and Five Elements Fist systems. Techniques were added and modified to reflect both Hung's own personality and the environment in which he lived. Southern China is a land of river cities, where wet ground and crowded spaces are the rule. For this reason, Hung Gar employs strong stances, low kicks, and a variety of ambidextrous, simultaneous blocks and strikes which are best employed in tight quarters. Hung Gar physical training is grueling, building both strength and endurance, while it’s philosophical aspect stresses honesty, directness, willpower, and righteousness in all matters. Hung Gar is one of the most popular of kung fu styles, with training available in most densely populated areas.



ENTRANCE REQUIREMENTS: Any alignment, but tends towards Principled, Scrupulous, Aberrant, and others with a strong sense of honor. Minimum P.S. and P.E. of 12 required. The character must have either magic or psionic or super powers to learn this fighting style.



COSTUME: Standard kung fu uniform.



STANCE: Many stances are used, but tend towards very deep, strong stance. See Horse Stance under Special Katas.



CHARACER BONUSES:



Add 8 to P.S.



Add 4 to P.P.



Add 6 to P.E.



Add 2 to Spd.



Add 40 to S.D.C.



COMBAT SKILLS:



Attacks per Melee: Four (4)



Escape Moves: Roll with punch/fall/impact, maintain balance



Basic Defensive Moves: Dodge, parry, automatic parry



Advanced Defenses: Multiple Dodge, Power Block/Parry, Combination Parry/Attack



Hand Attacks: Strike (punch), Power Punch, Claw Hand, Palm Strike



Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks



Special Attacks: Death Blow, Elbow, Knee, Forearm, Combination Grab/Kick



Holds/Locks: Arm Hold, Elbow Lock



Weapon Katas: Select one from W.P. Straight Sword, W.P. Sabre, W.P. Staff, W.P. Butterfly Swords



(PAIRED), W.P. Trident, or W.P. Chain Whip



Modifiers to Attacks: Pull punch, Knock-Out/Stun, Critical Strike, and Critical Strike from Behind



Special Katas:



Turtle Stance



This is a completely defensive technique. In this stance the master cannot attack, however, they gain Automatic Flip/Throw with their normal Throw Bonus, and can attempt to Auto-throw as many times as wished per melee.



NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.






Snake Strike Stance



A wavering stance, which restrains the user from using any kicks. However, in this stance they can perform the 'Greased Lightning Kata without any strike or damage penalties.



NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.





Sleeping Bird Stance (Modified Crane Stance)



Restricts user from moving, or using hand strikes. However, all kicks are +2 to strike and damage, or can use all attacks to perform a flying reverse turning kick at triple damage instead of the usual double.



NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.






Quick Foot Stance



Character stands almost at attention, legs are slightly apart and one is slightly behind the other, the hands and clasped together behind the fighters back. When in this stance ONLY the following kick attacks may be used; Kick Attack, Snap Kick, Crescent Kick, Axe Kick. Fighter gets



Automatic Dodge once using this, but loses automatic parry, as they can only parry with their feet. +2 Parry, +3 Dodge, +3 Strike with Kick Attack, & +3 Damage on Kick Attacks, also, they receive no bonus to Roll w/ Punch. Once in Quick Foot stance, a fighter will not usually advance unless they have to, stillness is a key part of the stance.



NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.






Panther Stance



When using this technique, the martial artist can also use Drop Kicks, Turning Kicks, Power Parries, and dual palm strikes. Also gains a +2 strike and parry.



NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.





Horse Stance



One of he most basic of martial arts stances, the Horse Stance can provide a devastating fighting foundation when mastered. A master of the Horse Stance cannot be moved if he does not wish to be moved, and this same strong root adds power to his strikes. Bonuses: +8 to Maintain Balance, +2 to Damage. On the downside, the character cannot Move kick, dodge, or perform any other action that would cause his feet to leave the ground.



NOTE: Until third level assuming a specific stance DOES take a melee action. At third level and beyond it does not.



SKILLS INCLUDED IN TRAINING:



Martial Arts Abilities and Powers: Select six (6) abilities from Body Hardening Exercises (including Demon Hunter) and Special Katas (*not* including Chi Katas). These powers may be exchanged, on a one-for-one basis, for basic skill programs (excluding physical).



Languages: Chinese (Cantonese dialect)



Physical: Swimming, Body Building



Philosophical: Taoism



LEVEL ADVANCEMENT BONUSES



1st: +3 to Strike, +6 to Damage, +4 to Maintain Balance, Critical Strike from behind



2nd: +2 to Roll with punch/fall/impact, +1 to Parry/Dodge



3rd: +1 attack per melee, Critical Strike on Natural 18 or better



4th: +1 to Roll with punch/fall/impact, +1 to Parry/Dodge



5th: +1 Attack per melee, +1 to Damage



6th: Add one Martial Arts Power from Body Hardening Exercises (including Demon Hunter) and Special Katas



7th: +1 Attack per melee, Death Blow on Natural 19 or 20



8th: +2 to Maintain Balance



9th: Knock-out/Stun on Natural 18, 19, or 20



10th: +1 to Damage, +1 to Strike



11th: Add one Martial Arts Power from Body Hardening Exercises (including Demon Hunter) and Special Katas (including Chi Katas)



12th: +2 to Parry/Dodge, +1 to Strike



13th: +1 Attack per Melee



14th: Add one Zenjorike Power



15th: +1 Attack per Melee, +1 to Damage



WHY STUDY HUNG GAR KUNG FU? A well-rounded system, with powerful offensive and defensive techniques, as well as basic weapons training, that excels at short-range combat. Its primary weakness is a lack of internal skills.





Elemental Earth Power Abilities Introduction:



The Elemental Master can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one element, and taking even one level in a second element prevents the Sword Master from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Sword Master can take a bonus that is unique to that element.





Shatter Fist: shatters any armor, weapon, or object struck unless it is a rune or glyph object





EarthStars= <15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular star





Earth dagger= < 15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular dagger





Earth sword= < 25 > 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular sword





Intelligent sentry ball= <75> 1-6 +6/lv 1d20*50 10ftw beam 6000ft 5a +10p/s/int 500 MDC will attack all people not designated by creator as friendly can only face one direction.





Intelligent seeker ball= <50> 1-6 +6/lv 500mdc used vto seek out information and used to scout out areas can link to creator so creator can see thru their eyes totally in tangible





Multi-Image= <25> creates 4 +4/lv images of fighter when multi-image is active opponents need a natural 18 strike roll to actually hit the real fighter, image is destroyed as soon as it is hit





Magnetic shockwave: 5h 5ftpath 6000ft 1d6*30/h +kd & kb 1ft/dmg pt/hit +5s





Shockwave: 1-100ftr point blank range kb900ft +1d6*90





Soul scream: touch 1/h 1-1d10 +1d10/lv + P.S.( Can be Layered with other attacks)





Earth shield: PE*10 +100 +100/lv





Alter Physical Structure: Earth The character can become a living creature of crystal, glass, stone, metal or plant. This is a transformation power that turns the character into living elements of earth. The look can be sleek and seamless or as jagged as a piece of quartz. The color of the body can be any of those found in nature, and even a few colors that aren't. The benefits of this transformation are brute strength, durability, density, the ability to amplify energy expulsion powers to some degree, and the ability to control the elemental force of earth.



1. Natural Armor Rating and Immense S.D.C.:


  • When transformed into a creature of earth, the character is nearly indestructible. A.R. 18, S.D.C. M.D.C. 1800 (This number is added to whatever physical skills additions added to the character upon creation of the character).

  • The character takes no damage from heat, fire, magical fire, lasers, cold, radiation, or radioactive heat.

  • Normal strength hand to hand attacks and normal strength melee attacks do no damage, no matter what the strike roll. Bullets and other projectiles fired by mechanical means do half damage if they overcome the A.R.

  • Extraordinary, Superhuman, and Supernatural Physical Strength inflict half damage when failing to penetrate.

  • Bullets, and hand to hand attacks have to penetrate the character's A.R. to inflict damage.

  • The character takes full damage from explosions, which bypass the A.R. of the character due to their area effect nature. Powerful explosions, hurricanes, earthquakes, etc. do full damage and do not require a strike roll above the A.R., since the damaging force is considered to be so powerful that it can damage everything.

  • Armor piercing attacks and explosives do full damage when the strike roll is higher than 15 and half damage when 15 or less.

  • Touching the character (including punching him) without heat protection causes 4d6 damage. For hand to hand attacks, the character gets a +2d4 damage bonus (from the heat and relative solidity of molten stone). If he feels particularly nasty, the character can smother victims and cause 2d4x10 damage per melee (uses all melee attacks, no defense is possible during such an attack). Heroes would never do this to anyone, due to the painful and disfiguring effects.

  • Gas, ingested drugs, magic and psionics have full effect.

  • Can endure underwater pressure up to depths of 250m.

  • Can function in a vacuum until air supply is gone 120hr supply.

  • If the character possesses any energy emitting abilities, add +25% to the base range and add an extra +1d6 to damage to them while in the crystal form. The crystal body is an excellent means of focusing and amplifying energy.

  • Can identify most minerals and crystals with an accuracy of 60% +4% per level. He also possesses a good knowledge base of their densities and and integrity/strength.

  • Horror factor of 12, or adds a +2 bonus to an existing one.




2. Increased Mass & Strength



Weight is tripled. Physical Strength is increased to +30+3d6 points (If strength is already greater than ate). Strength is considered Supernatural.



3. Other Abilities, Bonuses, & Things of Note


  • The character radiates no heat in stone form and is invisible to infrared and heat sensors.

  • The character can accurately recognize most types of natural stone and minerals at a skill level of 60%+4% per level of experience. Also has a good working knowledge of the stone's physical density, weight and integrity/strength.

  • Speed is reduced by half in stone form.

  • The character still has to breathe.

  • Horror Factor: 13

  • +2d6x10 to S.D.C.

  • The character is immune to all plant toxins in either form.

  • Plant Form radiates no heat and cannot be detected by infrared or heat sensors.

  • Horror Factor 13

  • This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.




4. Photosynthesis



With the Earth form, the character can absorb sunlight and water from his/her environment, allowing him/her to survive indefinitely without food as long as enough sunlight and water are available.



5. Water Storage



With the Earth form, the character is able to store large amounts of water for survival. He/she can absorb enough water in 1d4 hours to allow him/her to survive for two days per level of experience. This power also allows him/her to filter salt water into fresh water. Through concentration, that character can release water through his hands. The equivalent of 0.3 liters can be released, running down the fingers, per minute, but with a limit of 2.4 liters total per 24 hours.



6. Difficult to Smother & Doesn't Breathe Oxygen



With the Earth form, the character breathes through his/her entire body and is nearly impossible to smother. On the other hand, the character is more susceptible to gases and chemicals that kill plants (-2 to save vs. lethal toxins). Defoliants inflict serious damage to the character, (A spray or glass of plant killer does 2d6 damage, being covered in the stuff does 2d6x10 damage, etc.) Humanoid plants breathe carbon dioxide and release oxygen, if the applications of this evade you, I suggest you stop role-playing.



7. Increased Healing and Regeneration:



With the Earth form, the character heals S.D.C. and Hit Points twice as fast as humans, in human form, regenerates 5D6 M.D.C. per minute in earth form. Lost limbs can be regrown but the process takes 1d4+1 months and the limb starts out scrawny and shriveled. Nose, ears, fingers, and toes can be regrown in one month, also the character can regenerate +5d6MDC per minute that the character is touching the ground, also the character gains +10 to P.S. while the character is touching the ground.



8. Secrete Plant Resins:



The character can secrete various plant resins and fluids from the palms of his hands. Range: Touch Damage: Varies, if any Duration: Varies Types of Plant Secretions: The different types that can be created are poison ivy, aloe, sap, and toxins. The character can secrete as much as 200 grams every ten seconds, but cannot produce more than 600 grams per hour. In most instances, 400 grams can go a long way. Poison Ivy/Poison Oak: This potent substance causes a severe reaction on skin, including rash, severe itching, a slight burnning sensation, and watering eyes. Scratching will only make it worse. Those afflicted may have trouble sleeping. The rash and reaction lasts long after the secretion is washed off, goes away in about 3d4 days. There are several creams available that will reduce the itching and soothe irritation. Penalties: The irritation of the rash and itching are distracting: -10% on skill performance and -2 on initiative. Aloe: Good for healing burns and rashes. Provides 4d6x10 minutes of relief per application. Sap: Strong, gooey adhesive that can be used to glue broken items back together or stick stuff to the spot. Half an inch thick is strong enough to glue and hold a human being or object of up to 150kg in weight. A P.S. difficult check of 20 is required to break free. A check of 28-30 might be required if a good portion of the body/item is stuck in it. Note: The character can produce twice as much sap per hour. Also there are a variety of solvents (including turpentine, gasoline, and Bestine) that will weaken the sap, and in sufficient amount wash it away. Toxins: This substance imitates countless natural poisons produced by plants worldwide. The immediate exposure by touch does no immediate damage, but after fifteen minutes the victim must roll to save vs. lethal poison every fifteen minutes for 1d4 hours. Each failed roll results in 2d6 damage directly to hit points. Hospitals and doctors' offices (as well as holistic healers) will have drugs that can neutralize and counter the effects of such poisons. At least 80 grams must be secreted to effect someone. Toxin via ingestion or injection has a much more immediate and deadly effect. 20 grams will make the victim feel woozy within 1d4x10 seconds, -2 to all combat bonuses, -10% on skill performance and Spd. attribute. In addition, roll to save vs lethal poison is required every ten minutes for two hours. Each railed roll means the victim takes 4d6 damage direct to hit points.



9. The character has power to manipulate and control aspects of the earth. To use any of these powers there must be a nearby source of earth (stone, dirt, clay, sand, even concrete will work) within a 200m radius of the character. The earth is molded and manipulated, not created.



10. Wall of Earth:



The character can create a wall that is up to 6x4x1m in dimensions. A dirt wall has an A.R. of 10 and 200 S.D.C. A clay or sand wall has an A.R. of 11 and 300 S.D.C. A stone or concrete wall has an A.R. of 15 and 400 S.D.C., and counts as a dense target. All attacks that strike dirt, clay, or sand walls do full damage. An attack that is higher that penetrates the A.R. will go right through the wall and may hit someone or something on the other side. Shooters attempting to hit something on the other side of a wall are firing blind and thus is -6 to strike. Projectiles do half damage after penetrating the wall, energy attacks do 1/4 damage. Explosives lose all of their force upon impact, though their blast radius may overlap the width of the wall. All attacks that strike stone or concrete walls have to roll over the A.R. in order to do damage (certain attacks also do half damage to dense targets when failing to penetrate, or simply penetrate most targets automatically). These attacks will rarely exit through the other side until the S.D.C. of the wall has been reduced to less than 200. The wall can be molded into a circle, "L" or "V" shape, dome, or straight line. It rises from the ground. Range: Can be created up to 40m away plus 3m per level of experience. Duration: Permanent until knocked down, or destroyed (by attacks or its creator). Attacks: Creating a wall takes one action! Bonus: +1 to parry or initiative (as the case may be) to creat a wall or slab to block an incoming attack.



11. Tower of Earth



This power enables the character to call up a great mound of earth or stone to rise up out of the ground, carrying anything that was standing where it formed skyward. Victims pushed skyward are temporarily knocked off balance, losing two actions, and are -5 to strike, parry, or dodge for the first combat round. After that, the victim can act as normal (of course extreme heights may affect certain victims differently). If the victims fall they take 1d4 damage for every 2ft of height. The S.D.C. of the tower is 120 for every 2ft of height. The tower will collapse after about four minutes. The character can of course maintain the tower by force of will by using an action at the end of the duration. Range: Can be made up to 300ft away. Height: 40ft at level one, +20ft per each additional level of experience. Width at the top of the tower is a diameter of 20ft. Duration: Four minutes, unless the character wills it to remain for another four minutes at the end of the duration. Attacks: Creating a tower takes one action! Saving Throw: Those attempting to dodge this unexpected attack do so at -10.



12. Hurl Earth



The character can cause chunks of earth to rise up, and then hurl them at a target at speeds of approximately 112-144kmph. Up to 25kg can be affected per action. This chunk of earth can be hurled as one large chunk or several small chunks. Note that earth that has already been formed and gathered up out of the ground (like clay/stone/concrete blocks used in building) can simply be hurled in one action per block/slab. Range: Hurling range is 30m+3m per level of experience. Duration: It takes time to gather up large amounts of earth (25kg can be gathered per action), but the act of hurtling only takes one action. Damage:



· 1d6 damage for every 5kg of dirt/sand/clay.



· 2d6 damage from a 1/2-5kg stone; baseball to grapefruit sized rock.



· 5d6 damage from a 6-9kg flying rock; football to soccerball sized.



· 1d4x10 from a 9.5-17kg rock; basketball sized.



· 1d6x10 for rocks weighing from 18-25kg.



· For bigger amounts of rock or simply big rocks, its 1d4x10+20 damage for every 50kg of weight.



Penetration: The effective penetration of dirt/sand/clay is nil, and these kinds of earth are better at burying or hindering dense targets. However, it is said that only a rock can break a rock, and large amounts of stone are especially effective at damaging dense targets. Penetration rolls for amounts of rock weighing more than 10kg are made with no bonuses, but even when failing to penetrate they still inflict half damage, and enough rock can crush pretty much anything. Best beware when you you get a 1 tonne (which takes 40 actions/80 seconds to gather) boulder hucked at you.



13. Quicksand:



This power enables the character to transform normal earth, stone, or concrete into a pool of quicksand/gravel. Ideal for combat outdoors or in busy streets. Naturally this cannot be created in buildings above ground (unless they happened to be made entirely out of stone/earthen materials). Range: The size of the circular quicksand pit is a maximum of 4m in diameter, and can be cast up to 20m away plus 2m per level of experience. Line of sight must be possible. The quicksand can be created directly beneath a target or set as a trap. Depth: 2m+1m per level of experience. The character can regular the approximate depth in increments of 1/3 of a meter. Duration: Three minutes per level of experience. At the end of the duration, victims (dead or alive) once trapped in the quick sand are brought up to the top as the destabilized earth reforms itself. The character can restore the ground to normal at will. Damage: This trap doesn't inflict direct damage so much as it can leave a victim in a situation where they can suffocate. This is of course a matter of the character's alignment. Your average human suffocates in about three minutes. Anyone entering into the quicksand sinks at about 2/3 of a meter every 10 seconds. Struggling (swimming, moving forward,) doubles the sinking rate! Those trapped in quicksand continually sink. If close to the edge (typically one falls and slides 1-2 meters away from the edge), one may be able to pull him/herself out, but best movement is 1/3 of a meter every 10 seconds. Victims can be pulled, flown, or levitated out by others, or when applicable, under their own power (quicksand has a bad habit of clogging jets though). Debilitation: Those trapped in the pool are a -5 to strike, parry, and dodge. In most cases, victims can't even dodge with any effectiveness (trying to will simply make them sink faster), but those with flight powers or whatnot are still at a penalty when attemping to dodge and escape out of the quicksand. Attacks per round are reduced to half (accept in the case of psionics, since they can perform just about all of their abilities without moving), and acting to do anything else while in the quicksand causes the victim to sink at about 1.2 meters every ten seconds.



14. Rend Earth



The character can split the earth like a mini-earthquake, creating a 50ft wide, 60ft deep, and 120ft long/lv crevice. These are the maximum measurements and can be adjusted to the character's desire by increments of 1/3 of a meter. The character can rend the earth once every 10 seconds, and it is possible to add to the size of a crevice or make multiple ones. This ability also enables the character to create openings in walls of concrete, brick, plaster or stone. Even after the character closes the wall, there will still be a noticeable compromise in the integrity and consistency of the material. Range: Rends can be made up to 400ft away plus 12oft per level of experience. Duration: Rends remain until closed by the character, or fixed by proper construction work. Damage: Falling into a chasm does 1d4 damage for every 2m of depth. Vehicles, robots, power armors, and walking tanks falling into the chasm will suffer 1d4x10 damage if they weren't moving or were traveling under 16kmph. Otherwise, add 4d6 damage for each additional 16kmph. Crushing Damage: The creator of the opening can also close it at any time. Only one rend can be closed at a time, and falls under the same time constraints as opening a rend (can only be performed once every 10 seconds). Rends close within 6 seconds after the character begins to close it, and those inside it when it closes are crushed, taking 2d4x10+40 damage (double damage to vehicles and large, crunchable objects). Dense, solid objects (like mutants with APS Crystal, Metal, or Stone, and some uber-robots) take half damage, but are still completely buried. Anything not killed by this is buried, and most organisms will suffocate within 3-4 minutes. There are many ways of course that one could dig or blast their way out, but care must be taken not to either deplete air, or simply dig themselves an even deeper grave. Also, chasms opened in urban areas will probably rend sewage and drain ways, which could provide the victim with an escape. Attacks: Opening or closing a chasm takes two of the character's actions, and only one chasm can be opened/closed every ten seconds.



15. Sand/Dust Storm



Dust and/or sand particles can be manipulated to fill the air to create a sand/dust storm. Range: Affects 10m radius, and can be created up to 60m away plus 3m per level of experience. Duration: Four minutes. Damage: Nothing but a minor annoyance at best, accept for the sheer blinding effect (-8 to all actions), all sense of direction is lost, radar and motion detectors are fouled beyond use, speed is reduced by half, and talking is impossible unless the mouth is covered by some sort of mask. Attacks: Can only be performed once every ten seconds, but only uses an action, enabling the character to create a slowly growing sand storm.



16. Expel Magma:



Range: 20ft +5ft per level. Damage: 2d6 damage, +1d6 per level. Duration: Instant Attacks Per Melee: Each use counts as one melee attack. Bonus: +3 to strike When this power is engaged, streams of superheated magma erupt from the character's fingertips, spraying out at the target in a wide arc, burning and setting fire to any flammable objects it hits. The magma also sticks to whatever it hits and will do half damage to the victim for 1d4+1 melees after the last blast. If three melee actions are taken to shake it off the character can avoid the consecutive damage.





17. Create Volcano:



Range: 90ft, +10ft per level of experience. Duration: Permanent (more or less) Attacks Per Melee: Uses all hand to hand attacks in a melee. Utilization of this power summons up a cylinder of magma to erupt from the earth, cooling and spreading to form a volcano. The size depends on the level of the character: height is 10ft per level, width is 5ft per level. The magma jetting forth from the cone typically does 6d6 damage per round, melting rock and plastics, setting fire to trees, boiling water away, etc. The volcano will last until the character dispels it and drives it back underground. Careless magma characters will leave these things lying around almost as a signature. Rather than a volcano, the character can elect to make a lava tube erupt, crack in the earth break open and leak magma, or whatever the character wishes, as long as it falls within the dimensions and effects of the power. For example, a crevice would be 5 ft wide per level and 10 ft long per level - the lava will well up and spread rather than explode out in a shower, etc.





18. Melt Earth:



Range: 5ft +5ft per level radius. Damage: 6d6 per round of immersion. Duration: 15 minutes With this power, the character creates a pool of melted rock and earth, up to 15 ft deep. Those sucked into the pool suffer from the same penalties due those immersed in quicksand, but at the same time suffer the listed damage. This can also be used on asphalt and concrete (or any artifical earth- derived substance), but has half the duration.





19. Merge with Magma or earth:



The character can merge into an existing pocket of lava or magma, merging with the substance and traveling through it or hiding within it. As a mode of travel, it is slow and difficult, and consists of following the lava down the tubes into the mantle, and back up again through the crust and onto the surface. A 5 km run becomes an epic 70 km journey. However, it is not expected and, if given time, can enable a character to reach places no one would suspect. As a means of hiding or evading, it is unparalleled. Few people draw close enough to a magma intrusion to get a good look anyway, and the character is virtually invisible within the mix. Characters can move through magma at one tenth of their normal running speed.





20. Radiate Heat:



The character can act as a portable furnace to generate heat when they are on fire. The heat either radiates around him or around one particular area in which he has fixed his gaze. This power is typically used to warm an area from cold and dampness or to make an area uncomfortably hot and distracting. Range: Heat can be radiated up to 5m+1m per level of experience. The area most affected is a 4m diameter around the area of heat or the character, whichever he/she chooses. Limit: Can go no higher than 90 degrees Celsius + 30 degrees per level of experience. For details on extreme temperatures, see Control Elemental Force: Fire. Duration: As long as the character concentrates. No other attacks are possible. Counts as two actions.



21. Generate Hurl Stones:



Range: 500ft +500ft per level . Damage: 6dx10+60 +1d6x10 per level. Duration: Instant Attacks Per Melee: Each use counts as one melee attack. Bonus: +3 to strike









Art Of Fire



The nature of the fighting style incorporates the Character to control the element of fire into his attacks, maximizing his elemental abilities by infusing them into his physical abilities. All of the movements are mixed in to the form of Shaolin Kung Fu





Fire Element: The element of fire and pain, the element of fire is focused on hurting the enemy and making every hit count. The basic bonus is +1 fire damage with the elemental sword, the intermediate bonus is +1D6x10 Hit Points, and the advanced bonus is +1D6 fire damage with the elemental sword. The level 1st ability is Fire Bolt, the level 3rd ability is Channel Life, the level 6th ability is Flame Strike, the level 9th ability is Summon Fire Kami, the level 12th ability is True Strike, and the level 15th ability is the Ultimate Sword of Fire. See Elemental Power Abilities for more details on the abilities of this element.





This is the original version of Kung Fu (also called Gung Fu), and the martial art that spawned hundreds of derivative forms. It has shaped and influenced all the martial arts. It all started in the Shao-lin Temple in the Chiu Lien Mountains. For over a thousand years, students of the martial arts traveled there for training. This continued until the reign of the 17th Century Emperor K'ang Hsi, when the Shao-lin monks responded to a call to put down an insurrection. 128 of the monks responded and managed to rout the enemy entirely. This was such an alarming display of power that the government eventually sent an army against the Shao-lin. Only five monks managed to survive the battle and burning of the temple. Current Shao-lin training is available only in Taiwan and Hong Kong.



Entrance Requirements: No attribute or alignment restrictions. The character must have either magic or psionic or super powers to learn this fighting style.



Costume: Silk or cotton Kung Fu outfit.



Stance: A side stance, with one foot pointing toward the opponent, and the other on a right angle to the first.



Character Bonuses:



Add +2 to M.E.



Add +2 to P.S.



Add +2 to P.E.



Add+2 to P.P.



Add +20 to S.D.C.



Combat Skills:



Attacks per Melee: 4



Escape Moves: Roll with punch/fall/impact, and back flip.



Attack Moves: Leap and back flip.



Basic Defensive Moves: Dodge, parry, and automatic parry.



Advanced Defenses: Multiple Dodge, Combination



Parry/Attack, Disarm.



Hand Attacks: Strike (Punch), Knife Hand, Double-Knuckle



Fist, Backhand, Palm Strike.



Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap



Kick, Crescent Kick, Wheel Kick.



Jumping Foot Attacks: Jump Kick



Special Attacks: Death Blow, Leap Attack, Forearm Attack.



Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.



Weapon Katas: None



Modifiers to Attacks: Pull punch, knock-out/stun, critical



strike, and critical strike from rear.



'Special Katas: 'Dragon: Building energy and power throughout the melee round, but holding back until the very last chance to attack. The kata takes up the entire melee round and the only defense available is the Automatic Parry. All this energy turns the attack into a Critical Strike (Double Damage). The attack can be any hand strike, a Kick Attack, Snap Kick, or Crescent Kick.



Blade Hand: that does 1d4 +P.S. damage



Dragon Power Punch: (3D4+P.S. damage)



Tiger Kick: (2D8+P.S. damage),



Leopard Hand Strike: (2D4+P.S. damage)



Snake Snap Kick: (1D10+P.S. damage)



Crane Elbow Strike: (2D4+P.S. damage)



Poison Hand Technique



NOTE: The character must already have the death blow ability to take this ability. However, to even have a successful strike requires a roll of 14+ with bonuses, and the attacking character can neither dodge nor roll, only parry. Unsuccessful death blows that are not parried or dodged, inflict 1D4 damage plus bonuses to SDC. Successful death blows inflict the following (roll percentile): [All blows also have a 30% chance of instant coma and possible death within 1D6 minutes, except for snake hand to the eyes]



01-20 Dragon claw to the throat. Crush and tear out throat. (1D6+damage bonuses)*4 to hit points. Additional 4 hit points lost per minute. Equivalent to double critical damage and shock.



21-40 Crane forearm to the temple. Potentially lethal if the attacker breaks the temporal bone. 1D6+ damage bonuses)*2 to head SDC and another half of that to hit points. Speed, attacks, and skills reduced by 25%. Equivalent to medium injury and shock.



41-60 Tiger palm to the nose. Drive the cartilage into the brain. (1D6+damage bonuses)*3 to hit points. Additional 2D6 hit points lost per minute. Equivalent to triple heavy injury and shock.



61-80 Snake hand to the eyes (or crane hand or mantis hand etc.). Poke out the eyes. (1D4+damage bonuses)*2 to hit points. Additional 2 hit points lost per minute. Blindness with all its penalties! 50% chance of irreparable damage to the eyes. Equivalent to triple medium injury and shock.



81-100 Panther paw to throat. Crush the throat. (1D6+damage bonuses)*3 to hit points. Double medium injury and shock. [On the other hand, you can just use the table for normal death blows...]



Skills Included in Training:'



Martial Art Abilities and Powers: Select ^ abilities from among Martial Arts Techniques, Body Hardening Exercises and/or Specialty Katas (including Chi Katas).



Languages: Chinese



Temple: Meditation



Physical: Acrobatics, Tumbling, Gymnastics



Philosophical Training: Taoism, Buddhism



Level Advancement Bonuses:



1st: +6 to roll with punch/fall/impact, +4 to strike, critical strike on roll of Natural 19 or 20, critical strike from behind.



2nd: +1 to back flip/leap and +3 parry/dodge.



3rd: +1 attack per melee.



4th: Select one additional Martial Arts Techniques, Body Hardening Exercise (including Demon Hunter Exercises) and Specialty Katas (including Chi Katas), +1 additional attack per melee round, Additional Body Hardening Exercise: (+10 S.D.C., +lD4 to P.S., +1D4 to P.E.).





5th: +1 on initiative, +1 to roll with punch/fall/impact, +2 to damage.



6th: +1 to strike, knock-out/stun on natural 18 or better.



7th: +1 attack per melee, death blow on roll of natural 19 or 20.



8th: +1 to back flip/leap, select one additional Martial Arts Techniques, Body Hardening Exercise (including Demon Hunter Exercises) and Specialty Katas (including Chi Katas), +2 to strike and +2 to roll with punch/fall/impact.



9th: +2 to roll with punch/fall/impact, Additional Body Hardening Exercise: (+10 S.D.C., +1D6 P.S.).



10th: +1 attack per melee round, +2 to dodge and parry. 11th: Select one additional Body Hardening Exercise (including Demon Hunter Exercises) and Specialty Katas (including Chi Katas), +1 additional attack per melee round. 12th: Critical strike on natural 18 or better, +1D6 to damage.



13th: +1 to back flip/leap and +3 to damage, +1 on initiative, Additional Body Hardening Exercise: (+20 S.D.C., +1D6 P.E.}.



14th: +1 to roll with punch/fall/impact and +1 to strike, +1 additional attack per melee round, +lD6 to damage 15th: +1 Attack per melee, select one Additional Martial Arts Techniques, Body Hardening Exercise (including Demon Hunter Exercises) and Specialty Katas (including Chi Katas).



Why Study Shao-Lin?



A solid, combat effective form that stresses quickness and power. Bonuses can also be used with weapon forms.





Elemental Fire Power Abilities Introduction:



The Elemental Master can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one element, and taking even one level in a second element prevents the Sword Master from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Sword Master can take a bonus that is unique to that element.





Alter Physical Structure Fire/Plasma:



This frightening metamorphosis enables the character to transform from flesh and blood into a wraith like being of plasma. In this form, the character is effectively a creature of pure energy. And gives the character the power to manipulate and control fire/Plasma. The character however cannot just conjure fire save for spontaneous combustion. All powers require line of sight, though the character can sense nearby fire. Small fires (lighters, cigarettes, etc.) within 5m are a challenging perception check (14+), controlled fires (fire places, camp fires) within 100ft are a moderate perception check (8+), while wild fires within 300ft are an easy perception check (4+). Run speed +20 (leaves a faint trail of fire when running), breathe smoke without distress.



Automatic Powers: Imperious to fire & heat,



LEVEL 1: Fire Burst As per Energy Expulsion: Fire (+1 wild, +3 aimed), but only does 1D6 M.D. per 2 levels MANIFESTATION Initial- takes one action [sunbeam illuminates character, then concentrates on hands] Constant- hands glow white (about 15 watts) REQUIREMENT: 1 action (power up) LEVEL 2: Fire Whip or other melee weapon Character can manifest a 15 ft. long whip-like tendril of flame. The entire length is under the character's mental control. +4 to strike, and does 4D6 M.D. It is possible to loop it around things, but the object takes 4D6 M.D. up to 2 times per melee. 73% chance of igniting combustibles MANIFESTATION Initial- takes one action [ ring of energy appears around one wrist (character's choice), and passes down over hand, and dragging a flame into whip shape] Constant- 15 ft. tendril of flame attached to the palm of one hand REQUIREMENT: 2 actions at Level One LEVEL 3: Fire Aura Character is surrounded with an aura of M.D.C. flame that protects him from energy and physical attacks. 25 M.D.C. per level. Aura regenerates 25 M.D.C. per melee. Those who touch the flame aura take 3D6 M.D. MANIFESTATION Initial-takes 2 actions [Character seems to spontaneously combust, starting from feet, and moving up] Constant-Appears to be a humanoid-shaped fire (like a Fire Elemental) REQUIREMENT: 2 actions at Level Two LEVEL 4: Rocket Flight Character can fly at 280+20 mph / level. + attack, +1 initiative, +1 strike, +3 parry and dodge. Fiery ram punch does (+) 5D6 M.D. Anyone within 12 ft of character when he takes off or lands takes 1D4×10 M.D. from rocket blast MANIFESTATION Initial- takes 2 actions [eyes flash, and flame aura becomes blue.] Constant- lower legs seem to fuse into a single trail of fire when flying. A loud rocket roar accompanies flight. REQUIREMENT: 3 actions at Level Three LEVEL 5: Fire Ball Character can gather and hurl a huge ball of flames. Damage is 1D4 × 10 M.D. / level. Strike is natural roll + 10, but due to the beam's size and its obvious power-up, mansize or smaller (8ft.) targets are +3 to dodge. Fireball can only be fired twice per melee, but can be combined with other actions. 99% chance of setting combustibles alight. MANIFESTATION Initial- takes one action [White flames swirl around upraised fist] Constant- Flame aura swirls onto hands where it forms into a ball (flame aura shuts off until next melee round) REQUIREMENT: 4 actions at Level Four 6. Spontaneous Combustion:



The basic element of any good pyro, allowing one to ignite combustible materials. Spontaneous combustion creates only the spark to start a fire, not a roaring wall of flame (unless suitable fuel is present). It cannot be used to set a persons hair or clothes on fire. Range: Line of sight.





7. Fuel Flame: '



Make things hot, by quadrupling the size and intensity of an existing flame. This can make make smoldering embers into a nice roaring flame. Fire can be intensified again once every 10 seconds, to the effect of increasing the temperature by 15 degrees celsius. Size however cannot be increased any further (besides by the nature in which fire spreads). Range: Line of sight. Must be able to view the heart of the flame.





8. Fire Blast:'



The character can expand just about any existing flame, from the minimum of a Zippo lighter or candle, and hurl a firey blast! The fire blast is equal to the minor ability of Energy Expulsion: Fire. Also, the character automatically has the Advanced Energy Expulsion abilities of Continous and Explosive Effect. Remember that you cannot combine Advanced Energy Expulsion abilities.





9. Create a Wall or Circle of Flame:'



With this ability, the character can manipulate an existing fire to make a wall or circle of flame to trap others, or to block passages. The walls are 1m thick per level of experience, and 7m+2m tall per level of experience, and can cover the circumference of a 6m+1m radius per level of experience. Usually the character will have to fuel a small flame in before it is big enough to utilize this ability. Range: 30m+3m per level of experience Duration: One minute per level of experience. The character must concentrate to maintain the wall, using up two actions every round. Damage: 4d6 damage +2 per level of experience to anyone who passes through the flame. Penetration: Hot stuff, automatic damage! Bonus: +4 to hit a specific area (those wishing to avoid a flash fry may dodge) Deadly Heat Effect from Wall or Circle of Flame: The character can increase the temperature by 15 degrees Celsius every ten seconds. Thus within a few minutes the character can generate heat so stifling that even entering the area causes pain and discomfort to normal people. The heat generated by the fire starts at 30 degrees Celsius, hot but tolerable.



60 degrees Celsius causes discomfort, shortness of breath and intense perspiration. People within the heat readius are likely to pass out. Roll percentile, 01-50% likelihood, roll for every eight minutes of exposure. 90 degrees Celsius causes extreme discomfort, blurs vision, causes great difficulty breathing, and 1d4 damage for every minute of exposure. 01-70% chance of passing out after every minute. Victims of the heat are -2 to stirke, parry, and dodge, and -25% on skill performance. 150 to 200 degrees Celsius is unbearable for most humans. Those caught in this environment will be unable to open their eyes for more than a second (effectively blind), and it is extremely difficult to breathe. More important, highly combustible materials will burst into flame and the searing heat inflicts 1d6 points of damage for every ten seconds of exposure. 01-80% chance of passing out every every thirty seconds and victims of the heat are -70% to perform skills. All they will want to do is get out. Prolonged exposure, more than three minutes without any sort of protectiong, will cause first and second degree burns on the skin (2d6 damage every ten seconds). Any longer than this and damage starts being applies directly to hit points! 260 degrees Celsius causes immediate pain, blindness, immediate and severe labored breathing, and does 4d6 points of damage every ten seconds! 01-90% chance of those exposed to the destructive heat to pass out every ten seconds. High combustible materials burst into flames upon contact. Other combustibles like paper, hair, and clothing will catch fire within 1-2 minutes. 350+ degrees Celsius creates unbearable pain, causes 6d6 points of damage every ten seconds (+1d6+5 damage for every additional 20 degrees Celsius), and breathing is impossible. Victims are -10 to strike, parry, and dodge, no initiative, and all they will want to do is flee. 01-95% chance of passing out every ten seconds. Combustible material will be set ablaze within thirty seconds. Those note killed by the heat will die within 60-90 seconds from suffocation, 2nd and 3rd degree burns result from short exposure to this heat.





10. Extinguish Fire'



This ability permanently extinguishes any fires that they can see. This can be performed once every 10 seconds. The character can also bend this power to part or cut a swath through fire (up 3m wide and 100m long). Range: An area up to 40m in radius can be affected and the power can be used on fires within line of sight. Attacks: Each use of this power counts as two actions.





11. Expel Fire:



Being a living being of fire, it's easy to start flinging the stuff around when the character is lit up. If the character is not on fire, the best they can do is Breathe Fire (see below). Equal to the minor ability of Energy Expulsion: Fire. Also, the character automatically has the Advanced Energy Expulsion ability of Continous.





12. Radiate Heat:'



The character can act as a portable furnace to generate heat when they are on fire. The heat either radiates around him or around one particular area in which he has fixed his gaze. This power is typically used to warm an area from cold and dampness or to make an area uncomfortably hot and distracting. Range: Heat can be radiated up to 5m+1m per level of experience. The area most affected is a 4m diameter around the area of heat or the character, whichever he/she chooses. Limit: Can go no higher than 90 degrees Celsius + 30 degrees per level of experience. For details on extreme temperatures, see Control Elemental Force: Fire. Duration: As long as the character concetrates. No other attacks are possible. Counts as two actions.





13. Breathe Fire:'



The character can breathe forth a blast of fire. This is a short range attack and can be performed in human as well as fire form. Range: 2m+.5m per level of experience. Damage: 2d6 damage + 2 per level of experience Bonus: +1 to strike





14. Super Nova:



Explosion of flame which disintegrates everything within 3000 ft. radius of targets. Note that the characters will most likely be at the top of a 3000 ft. deep hemispherical hole in the ground when effect is over. The Super Nova is a last ditch attack, born in desperation, in which the character overheats and literally explodes. The experience is usually fatal. Range: Self and surrounding area. Duration: Thirty seconds Preparation: It takes Two minutes to concentrate and prepare the Nova, and is irreversible after a minute. Damage: Special, hit everything in the blast radius, automatic penetration. 100,000 damage to a 3000ft radius from the center. 50,000 damage for the following 300ft. 10,000 damage for the next 30ft 5,000 damage for the next 60ft 1,000 damage for the subsequent 60ft. Blast Radius: Total is 2100ft. Character takes: 100 hp/S.D.C./M.D.C. damage and is unconscious for 1 hr and dropped from the height they were at when the blast hits.





15. Plasma Bolt'



The character can fire a scorching bolt from their hands. It will instantly scorch flammable material (consumes all the fuel in almost an instant) and 2 or 3 bolts generally can melt through a metal door. Range: 60m+6m per level of experience Damage: 1d6x10 plus 2 per level of experience. Add a +10 bonus at levels four and eight. Penetration: Automatic! Bonuses: +2 to strike Note: A small bolt that does 4d6 damage or a scatter shot of four tiny bolts (each doing 1d6 damage each, counts as a burst attack), can be fired instead, and up to 50% further.





16. Plasma Touch'



The mere touch or punch of this plasma being causes 1d6x10 plus 2 damage per level of experience. Add a +10 bonus at levels four and eight. If he/she concentrates, they can reduce the damage to a mere 4d6 damage. The fiery energy being will also vaporize most objects he touches or tries to pick up. See Dangerous Limitations, for more details.





17. Partial Invulnerability and Intangibility:'



Since the character's body is compose of very loose, fast moving molecules in their gasesous state, objects of greater mass and density pass right through him. The plasma body is so hot that most wooden, plastic, glass objects and bullets will be vaporized halfway through the body. Large pieces of metal and stone are partially melted and people are severely burned (if not killed) - all take 2d4x10 points of damage. Fire, radiation, plasma, IR & UV lasers do no damage. Explosive force, photonic lasers, ion blasts, and particle beams do full damage.





18. Melt Obstacles:'



Because of the great deal of heat generated by the character's plasma body, he/she can melt through most walls, doors, floors, and most other materials by pressing against them. The plasma being can burn through any materials other than stone/brick/concrete and strong metals (iron, steel, titanium, adamantium, etc.) at a rate of six seconds per 15cm of material. Ice is melted through four times as fast, but the cold and icy water inflicts 4d6 damage for every 15cm of ice melted through. Stone, and dense, strong materials require 10 seconds per 25mm. A energy/force field will stop the plasma being but it suffers 1d4x10/4d4x10 damage for every 10 seconds the character presses against it. The intense concentration of heat also makes it impossible for the character to hold anything without setting it on fire or burning it. Clothing and other items worn on the body when the character transforms are somehow preserved and unaffected.





19. Flight:'



As a superheated gaseous entity, the character is lighter than air, so his/her natural state is to hover and fly. Through willpower and manipulation of the plasma energy, the character can fly up to 100kmph+30kmph per level of experience. Maximum altitude is 20,000m





20. Other Abilities & Bonuses'



+60 to S.D.C. in Plasma Form



Impervious to Fire and Heat of any intensity. Trying to attack a being of fire with ones bare hands inflicts 4d6 damage + 4 damage per level of experience on the attacker (half damage against dense attackers).



Fiery Aura gives a +50 S.D.C.



Impervious to fire, heat (includes microwaves, I.R., and U.V. lasers), and plasma!



Eat fire. The character can perform fire-eater type tricks in human and fire form. Eating fire does not provide nourishment.



Roll on the following table to determine if the firey aura enables flight. 01-50 Can hover or fly 100kmph with a maximum altitude of 600m. +2 to dodge flying. 51-00 Cannot fly. Roll again at levels three, six, nine, and twelve.



Horror Factor 14.



Invulnerable to fire, smoke & heat (no damage), including magic ones. Plasma still does half damage.



Can accurately sense air temperature above freezing within 1d6 degrees, as well as the temperature of fires and hot items.



Horror factor 14 when powers are being utilized to their utmost (fire is quite scary.



This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.



The following table is a good means of assessing flammable risks. Vehicles - 20% Wood Structures - 45% Old, Dry Wood Structures - 60% Dry Grass or Woodlands - 65% Warehouses or Abandoned Dwellings (old) - 65% Typical Home, Apartment or Office - 70% Flammable Materials or Chemicals - 80% Ignite Explosives - 80%





21. Dangerous Limitations & Disadvantages'



While in the plasma form, the character is made of PLASMA. No further discussion.



22. Vulnerabilities/Flaws'



Cold and water based attacks do double damage.



Magic does normal damage.



Being placed in the vacuum is painful, inflict 3d6 damage per action.



Horror Factor 13



Fire/Plasma requires oxygen.



Turning into flame makes you FLAMMABLE! Touching stuff is extremely dangerous. The following table is a good means of assessing flammable risks. Vehicles - 20% Wood Structures - 45% Old, Dry Wood Structures - 60% Dry Grass or Woodlands - 65% Warehouses or Abandoned Dwellings (old) - 65% Typical Home, Apartment or Office - 70% Flammable Materials or Chemicals - 80% Ignite Explosives - 80%





Multi-Image: creates 4 +4/lv images of fighter when multi-image is active opponents need a natural 18 strike roll to actually hit the real fighter, image is destroyed as soon as it is hit





Flame Blast Shockwave: 1-100ftr point blank range kb900ft +1d6*90





Flaming Fist: P.S. +punch +1d10*10 +auto knock down &knock back 1ft/dmg point.





Flaming Kick: P.S. +kick +1d10*10 +auto knock down &knock back 2ft/dmg point.





Flaming Leap Fist: P.S. +Wind Fist*2,





Flaming Leap Kick: P.S. +Wind Kick*2,





Flaming Spirit fist: Wind Fist or just fist attack 5 +5ft/lv,





Flaming Spirit kick: Wind Kick or just kick attack 5 +5ft/lv.





Defense Aura of Flame: PE+ ME +150 +150/lv aura force field.





Plasma sword: 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular sword





Plasma dagger: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular dagger





Plasma Stars: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular star





Soul flame: touch 1/h 1-1d10 +1d10/lv + P.S.( Can be Layered with other attacks)





Fire ball: 1/h 1-1d10*10 +1d10*10/lv 1-10ftr 4000ft +5s can be used to counter an attack if you have anticipation skill





Plasma blitz: fireball x10/h



Katon Rasengan, '火遁・螺旋丸', literally "Fire Release: Spiraling Sphere"



The Ninja combines the Spiraling Sphere with a combustible substance, and fire based chakra to enmesh the attack in liquid flames: This is an attack that hurls the character’s opponent away in a mighty blow (3D6xl0 damage +3d6x10 fire damage), landing 3D4xl00 feet away[spinning the whole way], automatically knocking them down and out.. The attack costs 50 Chi/P.P.E. /I.S.P.












The Art of Wind Entrance Requirements: Minimum IQ of 11, ME of 10. The character must have either magic or psionic or super powers to learn this fighting style. Skill Cost: 14 Years (7 Years as a Secondary Martial Art.).



The nature of the fighting style incorporates the Character to control the element of Wind into his attacks, maximizing his elemental abilities by infusing them into his physical abilities. All of the movements are mixed in to the form of Bau Gua Kung Fu.





Air Element: The element of movement and speed, evasion, and avoidance, the element of air is focused on improving the Sword Master's deftness and the speed of his attacks, and defenses. The basic bonus is +2 to Spd attribute, the intermediate bonus is +1 to initiative, dodge, and the advanced bonus is +1 attack per melee with the elemental staff. The level 1st ability is Flight, the level 3rd ability is Flurry of Attacks, the level 6th ability is Concealment, the level 9th ability is Summon Air Kami, the level 12th ability is Presence Sense, and the level 15th ability is the Ultimate Staff of Air. See Elemental Power Abilities for more details on the abilities of this element.





Ba Gua Zhang, or the Eight Trigrams Palm, is a relatively new (within the past 200 years), and very unique style of Chinese Kung Fu. Considered one of the "Three Sisters" internal arts (along with Taiji and Xing-Yi), Bagua can't clearly be traced back to an exact founder. However, the first person to teach Bagua to the public was a man named Dong Haichuan, who lived during the late Qing Dynasty. From his teaching, three separate students eventually formed their own separate, yet related versions of the style, resulting in the Yin Style, Cheng Style, and Liu Style forms of Eight Trigrams Palm. Note that the name Bagua is derived from the 8 Trigrams of the Yi Jing/I Ching, The Book of Changes, which sums up the ever-changing nature of this art.





Bagua as a combat art is rather unique and takes an unorthodox, yet logical approach to combat. In the main styles of Bagua (Yin and Cheng Style), there are typically 64 fighting skills (which is a matching number to the 64 Hexagrams which can be formed from the Eight Trigrams). There are no hard stances in Bagua, as this is considered inflexible and makes footwork and change slower. Instead, all stances are held shallow, and movements are based in a circle. The palm is also used almost exclusively; in training, 90% of Bagua attacks call for palms. In combat, a Bagua artist will use 80% palms. The reason for this is an open hand is a relaxed hand, and relaxation if of utmost importance. Bagua artists will rarely tighten their arm muscles up for anything. Opponents are viewed like a giant door, which is kept closed by their defense. A Bagua artist may have to open side doors, by attacking from the sides and breaking down his opponent's defense, to open the final door. Also, much like its tactical nature, Bagua Zhang also employs some exclusive or extremely rare weapons.





A great deal of internal training is also involved in practicing Ba-gua (hence its status as one of the "Three Sisters" arts. Much time is spent walking the circle; to not only develop the sixty-four combat skills, but also to focus on the building of chi. Artists must learn how to draw upon different types of Jing (sources of power): Guen (rolling), Zuan (drilling), Zheng (piercing), and Guo (wrapping) in order to hurt opponents with their palms. The legs require the artist to develop the power of Qi (lifting-up), Luo (dropping-down), Bai (swinging-out) and Ko (locking-in) Jing. Silk reeling energy, similar to Taiji, is also present in Bagua.





Bagua is a somewhat common art, available in China, Taiwan, and much of North America and Europe.





Ba Gua is among the most intellectual of all the martial arts. Analyzing the eight Trigrams of the / Ching, the creators have translated them into the "eight directions" representing angles of attack and defense; the "eight steps" of movement; and the "eight palms" of strikes and deflections. The result is a graceful martial art, where the circular movement of Chi through the body is reflected in the circular movements of deflection and defense. All the attacks are likewise circular and are well suited to use with Soft Chi. In order to achieve the grace and fluidity needed for true proficiency, students engage in an exercise called "Walking the Circle," where they spend hours stepping around, using their hands in coordination with their feet. In fact, anytime a character with Ba Gua has a few spare minutes, they should spend the time "Walking the Circle."





For an ordinary mortal, watching a Ba Gua artist at work can be pretty boring. For hours on end, all the character seems to be doing is walking in a tight circle, always taking the exact steps, always making exactly the same hand and body movements, and only the motion of the same head and the direction of the eyes changing from one circuit to the next. Of course, if the observer could perceive psychic energy, the flow of dragon lines, or magical power, then they’d see something else altogether.



A mystically attuned character (and those who can see the invisible) would see the ground beneath the Ba Gus walker’s feet filling with lines of power, crisscrossing and layering and thickening, getting more defined with each step. Moreover, they would see that the power being summoned and controlled is mind-boggling in scale, and that for that tiny patch of ground, defined by the cha1·acter’s little walk, there are limitless possibilities.



What is really happening is that the practitioner of Ba- Gua is engaging in an exercise called “Walking the Circle," repeatedly taking the Eight Steps, in each of the Eight Directions, and with each step binding cosmic forces into that small patch of ground.



The result is a special Map, created by both the cosmic energies represented by the Yin-Yang Sign, as well as the ordering of the universe represented by the eight trigrams of the l Ching.





Costume: Silk Kung Fu Uniform, typically of the northern style (with long sleeves), or a Loose cotton tunic and pants.



Stance: Ba gua discourages the use of hard stances, believing that they make the body too rigid, instead there are simply relaxed ways of standing, using shallow stances with the feet placed comfortably apart and hands open at hip level. That enables quick stepping, and a constant change in stances.





CHARACTER BONUSES



Add 40 to Chi/P.P.E./I.S.P. Add +4 to M.E. Add +4 to P.P.



Add +4 to P.E. COMBAT SKILLS Attacks Per Melee: 2 Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance. Attack Moves: None. Basic Defense Moves: Dodge, Parry, and Automatic Parry. Advanced Defenses: Circular Parry. Hand Attacks: Fingertip Attack, Palm, Knife Hand, Backhand, and Rotary Palm (SPECIAL! This is essentially a circular palm strike, employing power from the waist. Does normal palm strike damage, but also serves as a knockdown. Note that Soft Chi can be used to add extra damage to this attack.), Push Open Hand (Special! Essentially a knockdown Strike that also does 1D6 damage. Any victim failing to counter the attack will be knocked back a number of feet equal to the attacker's Chi.)



Basic Foot Attacks: Sweep Kick (Special! This low movement is designed to catch the opponent somewhere below the hip, but without sacrificing balance. 1D4 damage.), Kick, Crescent Kick, Backward Sweep, and Tripping/Leg Hook.



Jumping Foot Attacks: None. Special Attacks: Body Flip/Throw, Disarm, Forearm, and Combination Parry/Attack. Holds/Locks: Wrist Lock and Elbow Lock. Weapon Katas (Select Two): WP Jian (Straight Sword), WP Dao (Broadsword), WP Qiang (Spear), WP Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp (Paired)), WP Lu Jiao Dao (Deer Antler Knives (Paired)), WP Emei Ci (Emei Stingers (Paired)), WP Zhou Dao (Elbow Knives (Paired)) and WP Bagua Dao (Eight Trigrams Broadsword). Modifiers to Attack: Pull Punch, Knockout/Stun, and Critical Strike, Death Blow. SKILLS INCLUDED IN TRAINING Martial Arts Powers: Eight Trigrams Empty Palm, Eight Trigrams Sixty-Four Palms, Eight Trigrams Sixty-Four Palms, Eight Trigrams Palms Heavenly Spin, Eight Trigrams One Hundred Twenty-Eight Palms, Also Select a total of six (6) from Martial Art Techniques, Chi Mastery, or Specialty Katas (including Chi Katas). Also available is the Bagua Circle Kata (see Mystic China). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs. Cultural: Wei Qi (Go) Chess Languages: Chinese (Mandarin or another dialect; choose one.) Temple: Feng Shui. Philosophical Training: Taoism. If this is your primary martial art form, then the following other forms can be learned in shorter time: Taiji Quan (5 Years), and Xing Yi (5 Years). LEVEL ADVANCEMENT BONUSES 1st: +2 to Parry and +1 to Roll with Punch/Fall/Impact, + 1 to rear attacks (Backward Sweep, Backhand Strike), . Create Ba Gua Map:



The character can, in four full melee rounds, Walk the Circle sufficiently to create a functional Ba Gua Map with at least four Chi/P.P.E/I.S.P., or whatever amount the character wishes to invest. As soon as the Map is complete, the character, in effect, creates his own little world; a world in which he is the creator, the all-father, a god. As such, he has become linked to the supernatural and magical aspect of the Megaverse similar to a god. This makes him keenly aware, on a supernatural level, of everything physical, mystical and invisible outside the edges of the Map that may be aware of him. Thus, any attacks or actions directed at him, even something as benign as looking at him or walking toward him, is instantly known to the Ba Gua Master. He may not know who the individual is, but he knows that he is being watched from that direction, being approached from another direction and being shot at from a third, and so on. This means the character is aware of all incoming attacks directed at him, whether physical or magical, or even psychic, and as long as he stands inside the Map (his own little world), he can attempt to parry or dodge all attacks, from every direction, even if there are a hundred of them! Bonuses while inside the Map: +4 on initiative, +2 to parry, +4 to dodge, and cannot be surprised by attacks from behind or from a distance, or those coming from an invisible or otherwise unseen foe. Size ofthe Map: Sixty feet in diameter, never any smaller nor any larger.



Restriction: The Size of the map is limited and if the character steps off of it (even one toe), the Map will suddenly start to unravel at a rate of 100 Chi/P.P.E./I.S.P. per melee round (or 6 Chi/P.P.E./I.S.P. per second), until it is completely gone (zero Chi/P.P.E./I.S.P). If the character manages to get back on the dissolving Map before it completely dissipates, the unraveling stops, but the lost Chi/P.P.E/I.S.P. is spent and no additional Chi/P.P.E/I.S.P. can be added to the Ba Gua Map — once the Map is completed it cannot be changed or enhanced, which is why most masters of this esoteric art place 200-600 I.S.P. into its creation in the first place. Any Chi/P.P.E/I.S.P. lost through unraveling are spent.



Note: Others may enter the diameter that is the Ba Gua Map. Comrades, friends and those under the creator’s protection may enjoy special benefits or protection (see the Eight Pillars of Darkness), but do NOT get the combat bonuses or awareness of the creator, nor can they draw upon the neither Chi/P.P.E/I.S.P., nor control or influence the Map in any way.





2. Tap Map Chi/P.P.E/I.S.P.: The creator of the Ba Gua Map can draw I.S.P. from the Map to fuel any powers, abilities or artifacts that use I.S.P., or just to replenish his personal Chi/P.P.E/I.S.P. reserve. This is done effortlessly, with a thought, and can be done in measured portions as needed or desired for as long as the Map exists. If the Map is completely drained of Chi/P.P.E/I.S.P. in this fashion, it simply disappears. Recreating it will require weaving it again from scratch and a minimum of 4 Chi/P.P.E/I.S.P. However, so long as at least one point of Chi/P.P.E/I.S.P. remains in a Ba Gua Map and its maker remains standing within its diameter, it can keep functioning and providing the creator with special awareness, MDC power, and related abilities. However, its creator must be conscious, not asleep or knocked out.





3. Vulnerability of the Ba Gua Map: The manifestation of the Ba Gua Map is effectively a Mega-Damage magical artifact. It doesn’t provide M.D.C. protection to its creator, but the Map itself has the equivalent of one M.D.C. for every one point of Chi/P.P.E. /I.S.P. Magical, psionic and mystical attacks on the Map itself



eliminate one point of Chi/P.P.E/I.S.P. for every one point of M.D. inflicted (S.D,C. attacks do no damage whatsoever). HOWEVER, an attacker must specifically direct his attacks at the Map for it to be harmed, thus M.D. from an area effect spell or explosive does no damage even if the Map was within its radius of effect/impact because the attack was not specifically directed at it.



Note: Outsiders — i.e., anyone from outside of China — as well as ordinary people, peasants, adventurers, warriors and even most Ghosts, Goblins and lesser demons, don’t know anything about the Ba Gua Map or the powers it provides the person standing within its microverse, and would have no reason to attack it, thus directing their attacks at the maker, not the Map. Only monks, scholars and characters well versed in the ways of magic (including most dragons and Greater Demons) or trained in this particular mystical martial art would know that the Ba Gua Map is a vulnerable target that cannot dodge attacks like its creator.





4. Ba Gua Map Chi/P.P.E/P.P.E.: Absorty. If the Ba Gua Map was created at a source of Chi/P.P.E/P.P.E. power, whether it be a dragon line (ley line), nexus point, etc., then the Ba Gua Map can be directed to draw P.P.E. based on the current amount available. When withdrawn into the Ba Gua Map, Chi/P.P.E/P.P.E. is converted, on a one—to-one basis, into Chi/P.P.E/I.S.P. that can be used by the Map’s creator. Once the Absorption is begun, it will continue indefinitely until one of the following occurs: 1) Its maker commands it to stop, 2) the source of Chi/P.P.E/P.P.E. is depleted, 3) the Ba Gua Map is disrupted/dissipates, or 4) the Ba Gua Map overloads by taking in more than ten times the amount of the Ba Gua character’s permanent Chi/P.P.E./I.S.P. Base. (For example, if a character has an Chi/P.P.E./I.S.P.



of 41, the most their Ba Gua Map can absorb is 410 Chi/P.P.E/I.S.P.) This I.S.P. cannot be placed into the Map to give it more M.D.C., but it can be used by the Map’s creator to fuel his own psychic or Ba Gua Kung Fu abilities (i.e., the special abilities that follow).





2nd: +1 to Dodge and Strike, + 1 to rear attacks (Backward Sweep, Backhand Strike), Double the character’s permanent Chi/P.P.E/I.S.P. base!



3rd: Select 2 Abilities from Chi Mastery, or Specialty Katas (including Chi Katas), and +1 Attacks per melee,



Ba Gua Eight Pillars of Darkness: The character can manipulate the Ba Gua Map so that whatever it contains, including the Map’s creator/controller, is completely shrouded in darkness. Those outside the Map see a column of black rising up from the full diameter of the Map 10feet per level high. Even high-tech optics, sensors, magic and psionic sensing abilities are blocked by the Darkness.



Special Features and Bonuses of the Darkness. The Darkness conceals the P.P.E. and I.S.P. energies within the Map, as well as the Chi/P.P.E/I.S.P. or Chi/P.P.E/P.P.E. of anyone standing within the diameter of the Map. Those standing in or on the Map and looking out can see perfectly as if there were no black; pillar. To them it is as if they are standing in the shade of a passing cloud, nothing more. Enemies of the creator or anyone not invited to enter the realm of the Ba Gua Map cannot see a thing and fight as if blinded while in the Darkness (-10 to strike, parry, dodge, disarm, etc.), while the Ba Gua Master and his allies inside the Darkness can see perfectly. Nor can enemies or the uninvited see outside the darkness unless they physically leave the diameter of the Map. Chi/P.P.E/I.S.P. Cost: 4 points to create Eight Pillars of Darkness and one Chi/P.P.E/I.S.P. per melee round to maintain it. The creator also loses one melee attack/action per melee round as long as the Darkness is maintained.



4th: Double Existing Chi/P.P.E. /I.S.P., + 1 attack per melee, knock-out/stun on natural 19 or 20, Weave Ba Gua Map in just two melee rounds.



5th: +1 to Parry, +1 to Roll with Punch/Fall/Impact, + 1 to hand strikes and + 1 to damage, and KO/Stun on Natural 18-20, :



Ba Gua Map Illusions: Other than the Map’s creator, or another Ba Gua Master, anyone stepping on a Ba Gua Map is subject to whatever illusions the Map’s creator wishes to imagine. When someone steps on the Map, they will seem to enter whatever realistic or fantastic room, building, street or landscape that the Map`s creator imagines himself to be in. This is often a beautiful and wonderful place. However, he can instantly change that image to confound and frighten enemies and unwanted guests. From the point of view of the Ba Gua Master, anyone entering the Map suddenly becomes a small light down at his feet, moving inside the imagined landscape of his personal little world portrayed by the Map. Chi/P.P.E/I.S.P. Cost: 4 points per melee round.



For example, the Map’s creator could imagine a huge landscape of rice fields, and an elevated road that corresponds to exactly where a "visitor” has entered the Map. lf the visitor tries to turn around and leave, the Map’s creator could allow them to exit. On the other hand, the Map’s creator could decide to shift the landscape, so the visitor is now miles away from the edge of the Map. From the visitor’s point of view, there is no exit in sight, just miles of rice paddles. To take the example a little farther, the Map’s creator could have a bridge appear in the distance and then, when the visitor was midway across the bridge, it could seem to suddenly collapse, threatening to spill the visitor into the water below. And so on.



Saving Throw: None. The unwanted character has, in effect, entered the Ba Gua Master’s world, and it is the Master who is in control. Note: The illusions cannot be used to harm or kill those trapped within them, instead, they are always used to confuse, occupy and hold off the unwanted guest in much the same way as a maze. When the illusion is in place the creator cannot be seen unless he allows it. If no illusionary landscape is put in place, the unwanted guest sees himself standing in an octagonal shape crisscrossed with lines of blue energy and he stands within reach of the Ba Gua Master. Of course, the Ba Gua Master retains all of his awareness and bonuses to use against the intruder.



Duration: When the Ba Gua Map runs out of Chi/P.P.E/I.S.P., or is otherwise destroyed or dispelled, those caught inside a Map Illusion are instantly released. For example, if a character, in wandering around a Map Illusion, dropped his coat in one spot, and left his dagger sticking in a tree somewhere else, when the Map goes away, the character will appear with the dagger and the cloak right at his feet. Likewise, the Ba Gua Master can choose to release the individual at any time by providing a road, trail, doorway or other obvious way out.



6th: Select 1 Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas), and +1 to parry and Dodge,



Map Chi/P.P.E/I.S.P.: in addition to the Chi/P.P.E/I.S.P. Base normally available to the Ba Gua Master, he generates a bonus 100 Chi/P.P.E/I.S.P. that can be placed directly into the Map as he creates it. This bonus Chi/P.P.E/I.S.P. can only be used to create and store into the Map, though this stored Chi/P.P.E/I.S.P. can be drawn upon later for the use of other abilities . . . but each draining of Map Chi/P.P.E/ I.S.P. weakens its very fabric and makes it vulnerable to outside attack.



7th: +1 Attacks per Melee, and +1 to Strike, Select one additional Chi Mastery Ability or Specialty Kata (including Chi Kata), Ba Gua Map Voice: Invoking the Voice means the Map’s creator can now speak to anyone caught in the Map Illusion and listen in to any location on the map (but only to one location at a time; it’s not possible to cast the Voice, or listen in, on more than one location at a time). The Map’s creator can choose to have his voice sound as soii as a whisper, normal volume, loud and threatening like that of a giant, or a thundering voice of a god. When he listens, it is as if he is standing right next to the individuals speaking and he hears every word, even the tiniest whisper. Chi/P.P.E/I.S.P. Cost: One point per melee round.



8th: +1 to Parry, + 1 to rear attacks (Backward Sweep, Backhand Strike), Critical Strike on Natural 19-20, Weave Ba Gua Map in just one melee round.



9th: + 1 attack per melee, knock-out/stun on natural 17 or better, Select One Ability from Chi Mastery (including Advanced), Marital Art Techniques or Specialty Katas (including Chi Katas), Ba Gua Map Mystical Defense: Using the Ba Gua Map as a magical safe haven, all magical and psionic attacks (i.e., any attack that requires I.S.P. or P.P.E. energies) are harmlessly dissipated by the Map before they can touch or harm anyone within the safe confmes of its diameter. However, this protection does nothing to stop physical assaults from thrown objects, bullets, energy beams, or other types of attack. The Mystical Defense also prevents supernatural creatures, including demons, ghosts, Goblins, Entities, spirits and even magical beings such as dragons, Faerie Folk and Elementals, from entering the physical diameter of the Map. Nor can they swing their arms or weapons into the Map’s area while standing outside its boundaries; characters within the Map are safe from them and cannot be touched. Note: The Ba Gua Map can’t be used for Mystical Defense while operating any type of Illusion or Pillar of Darkness, the Ba Gua Master can only do one or the other, not both. Chi/P.P.E/I.S.P. Cost: 5 points per melee round.



10th: Double Existing Chi/P.P.E./I.S.P. +1 to Dodge, Ba Gua Map Combat: in the illusion. When visitors are trapped in a Ba Gua Map Illusion, everything will seem perfectly realistic . . . except that the visitors are never hurt or damaged. No matter what happens, whether it be falling from a bridge, drowning underwater, or caught in a forest fire, it will all be an illusion, with no harm done. In order to inflict damage, the Map’s creator must make a personal appearance and fight one or more of those within his fantasy world. This is a one on one battle as if it were taking place in the real world, so any damage he may inflict (or which is inflicted upon him) is real. In fact, this is the only way characters lost in an illusion can find and attack the Map’s creator. Chi/P.P.E/I.S.P. Cost: 4 points per melee round to appear within the illusionary world.



11th: +1 to Parry, Select one additional Chi Mastery Ability or Specialty Kata (including Chi Kata), Ba Gua Charm of Memory: In order to make it easy to recreate a particular Map Illusion, it’s possible for the Ba Gua Master to weave the look, feel and details into the Map’s memory, as if it were pre-programmed to take on that particular appearance automatically, whenever the creator or outsider enters it. Each time the Ba Gua Master creates a Map, that particular Map Illusion is the automatic default setting that appears to intruders. Chi/P.P.E/I.S.P. Cost: 3 points are automatically drained from the Map’s reserve for each intruder/unwanted guest that enters the illusionary world.





12th: +1 to Strike, and +1 to Roll, + 1 to parry and dodge, + 1 to damage, Ba Gua Map Zone of Destruction: Whoever or whatever tries to enter the Map’s diameter experiences a Mega Damage destructive assault. The amount of the Mega-Damage will equal 10% the amount of Chi/P.P.E/ I.S.P. currently invested is stored in the Ba Gua Map. For example, if the Map is currently at 150 I.S.P., anything touching the outer edge of it would receive 15 M.D. every time they try to step into the Map area. Chi/P.P.E/I.S.P. Cost: 20 points per melee round.



13th: + 1 to rear attacks (Backward Sweep, Backhand Strike), +1 Attack per Melee, and KO/Stun on Natural 16-20, Map Chi/P.P.E/I.S.P.: in addition to the Chi/P.P.E/I.S.P. Base nor- mally available to the Ba Gua Master, he generates an additional bonus 100 Chi/P.P.E/I.S.P. (200 total) that can be placed directly into the Map as he creates it. This bonus I.S.P. can only be used to create and store into the Map, though this stored Chi/P.P.E/I.S.P. can be drawn upon later for the use of other abilities . . . but each draining of Map Chi/P.P.E/I.S.P. weakens its very fabric and makes it vulnerable to outside attack.



14th: Double Existing Chi/P.P.E./I.S.P., + 1 attack per melee, knock-out/stun on natural 15 or better, Ba Gua Illusion Peoples: While the creator of a Map can populate the illusion with any creatures, monsters or people, these shadows of life will be very simplistic, and incapable of having a conversation, much less convincing visitors that they are real. The solution is to invoke a race of Illusionary People, defined by the Map’s creator, and installed into the Ba Gua Map so they appear, move, speak and act completely realistically. Chi/P.P.E/I.S.P. Cost: 20. Note: lf included in a Ba Gua Charm of Memory, each time they are restored the cost is half just 10 Chi/P.P.E/I.S.P.





15th: Select One Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas). Plus, select 1 Xian Chi,



Create Independent and Sustained Ba Gua Map: This allows the Ba Gua Master to set up a Map on a place with a renewable or constant source of Chi/P.P.E/I.S.P., and then leave it without having the Map unravel. An Independent Map will persist for as long as there is sufficient Chi/P.P.E/I.S.P., which, if placed on a dragon line or other source of P.P.E., could be indefinitely. However, unless the Ba Gua Map’s creator is present, none of the Map’s powers, abilities or illusions are in place. Actually, that’s not entirely true, the basic illusion will be in place but those who enter the illusion see a clearly marked trail that takes them in a circle regardless of whatever direction they may choose to go, and return to where they started from in 1D6+4 minutes. There is also an obvious exit from the illusion at the point of entry, so they can leave anytime they return to where they started from. Cost: 150 Chi/P.P.E/I.S.P. to create it in the first place.



Note: Most Ba Gua Masters do not create and leave Independent and Sustained Ba Gua Maps unless they live in the area and want an instant place of power; often used for defensive purposes, Weave Ba Gua Map in just one melee action.



Why Study Bagua Zhang? A graceful, flexible, and tactical martial art, Bagua Zhang combines a unique approach to combat, with its circular theory and internal energy, to create a powerful style of Kung Fu, combining internal Chi development with useful, but graceful, physical movements, this is a good all-around choice. Notably, this is the Fang Shih's most common martial art.





Ba Gua Circle Kata: This is a highly defensive Kata that involves circling to cover all eight directions from attack. All parries for the entire melee round are made at + 3 and ALL attacks can be parried from any direction. In addition, one attack per melee round may be delivered that inflicts the normal damage with either a Knife-Hand or Backhand.





Pun Gung Bi Weapon Kata: Includes a special W.P. allowing the character to use Pun Gung Bi. These are paired weapons designed for use with the open palm techniques of Ba Gua. Easy to hide on the body, the character slips them on like rings, one on each middle finger. When using Pun Gung Bi, the Knife-Hand and Backhand strikes both do an additional 1D6 point of damage. Plus, the Pun Gung Bi can be used to parry sharp objects without damage to the hand.



Eight Trigrams Empty Palm'



· Name: Hakke Kūshō, 八卦空掌, literally "Eight Trigrams Empty Palm" or "Eight Trigrams Vacuum Palm" or "Eight Trigrams Air Palm"



· Type: Unknown



· Users: Neji Hyuga



This jutsu is similar in practice to Eight Trigrams Palms Heavenly Spin, but has a specific target rather than a general area. To perform it, Neji does a palm thrust at an opponent while expelling a large burst of chakra from his palm. This violently pushes the opponent away. The opponent does not need to be within his reach for the attack to be effective, this attack does no damage and bypasses armor effects are: blind(-10 combat), mute(-1combat and no verbal spells), deafen(-2 combat), pain(-3 combat), convulsions(-4 combat), &paralysis(no movement), also can do the skill of= Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates ( this is a real-life ability BTW ). This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, and this attack pushes opponent back 1-100 ft per time hit.



Eight Trigrams Sixty-Four Palms







Eight Trigrams Sixty-Four Palms



· Name: Hakke Rokujūyon Shō, 八卦六十四掌, literally "Eight Trigrams Sixty-Four Palms"



· Type: Hiden, No rank, Offensive, Short range (0-5m)



· Users: Hyuga clan



This Technique closes off sixty-four specific chakra points (tenketsu) on an opponent's body with the Ba Gua style, effectively eliminating their ability to use chakra for quite some time and making it quite difficult for them to move. It begins with the closing of two chakra points, followed by four more, then eight, then sixteen, then thirty-two, and then sixty-four strikes. Each set of strikes is done at an increasing pace. The symbol that appears beneath the user while performing this technique is the Taoist symbol, Bagua.



In the Naruto video games the number of strikes is approximately halved, with the number of strikes adding up to sixty-four rather than the final blow consisting of sixty-four individual strikes: (50 chi to activate) Uses all attacks for the melee round 64 hit +1d6+ps dmg per hit can be layered with other techniques, never misses, must be first attack of the round and removes ½ of opponents (P.P.E./I.S.P./Chi) 1-144 hour duration



Eight Trigrams Palms Heavenly Spin







Eight Trigrams Palms Heavenly Spin



· Name: Hakkeshō Kaiten, 八卦掌回天, literally "Eight Trigrams Palms Heavenly Spin", English TV "Eight Trigrams Palm Rotation"



This Technique utilizes the chakra control gained through Ba Gua training to release a huge amount of chakra from the user's chakra points when struck. The released chakra blocks any possible attack. The user then spins themselves rapidly to parry the attack, both creating a shield of chakra around themselves and tossing away any would-be attackers: PE+ME x100+100+100/lv 1-100ftr +5parry no actions possible while the technique is in action while up 1hr+1hr/lv.



Eight Trigrams One Hundred Twenty-Eight Palms



· Name: Hakke Hyaku Nijūhachi Shō, 八卦百二十八掌, literally "Eight Trigrams One Hundred Twenty-Eight Palms" (a.k.a. "Divination Field: Divine One Hundred-Twenty Eight Strikes")



This technique is essentially a doubled version of Eight Trigrams Sixty-Four Palms. Like the former, it closes off the opponent's chakra points in an exponentially increasing number of quick successive strikes. Unlike the former, it closes off twice as many at twice the speed. Alternatively, it can be used to hit a great number of targets very quickly. It has a slightly different stance than the lesser form in which the upper body is slightly rotated to the right. This stance activates the characters at the edge of the divination field to begin the technique. : (100 chi to use uses all attacks for the melee round) 128hit +1d6+P.S. dmg per hit can be layered with other techniques, never misses, must be first attack of the round and removes all (P.P.E/I.S.P./Chi from the opponent)1-144 hour duration.





Elemental Wind Power Abilities Introduction:'''''



The Elemental Master can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one element, and taking even one level in a second element prevents the Sword Master from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Sword Master can take a bonus that is unique to that element.





Soul spark: touch 1/h 1-1d10 +1d10/lv + P.S.( Can be Layered with other attacks)





Shoryuken: 1d10*10/lv +P.S. + Punch *2 +kb & up 1d20 +20ft/lv +1ft/PS can be used to counter an attack if you have anticipation skill





Flash Kick: 1d10*10/lv +P.S. + kick *2 +kb & up 1d20 +20ft/lv +2ft/PS can be used to counter an attack if you have anticipation skill





Hurricane Kick: 1d10*10/lv +kick *4 +P.S. hits 4 times





Mega Hurricane Kick: hurricane kick *10





Hurricane Grab: 1d6*90 +kb 20ft + auto Knock Down +KO





Multi-Image: creates 4 +4/lv images of fighter when multi-image is active opponents need a natural 18 strike roll to actually hit the real fighter, image is destroyed as soon as it is hit





Sonic boom: 1/h 1-1d10*10 +1d10*10/lv 1-20ftr 4000ft +5s can be used to counter an attack if you have anticipation skill





Sonic blitz: sonic boom x10/h





Lightning bolt: 1/h 1-1d10*10 +1d10*10/lv 1-5ftr 4000ft +5s can be used to counter an attack if you have anticipation skill





Electric blitz: lightning bolt x10/h





Wind Blast Shockwave: 1-100ftr point blank range kb900ft +1d6*90





Wind Fist: P.S. +punch +1d10*10 +auto knock down &knock back 1ft/dmg point.





Wind Kick: P.S. +kick +1d10*10 +auto knock down &knock back 2ft/dmg point.





Wind Leap Fist: P.S. +Wind Fist*2,





Wind Leap Kick: P.S. +Wind Kick*2,





Wind Spirit fist: Wind Fist or just fist attack 5 +5ft/lv,





Wind Spirit kick: Wind Kick or just kick attack 5 +5ft/lv.





Wind weapon: 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int.





Wind star: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int.





Defense Aura of Wind: PE+ ME +150 +150/lv aura force field.





Weapon Notes:



Zhou Dao (Elbow Knives): A pair of knives, roughly 6" long, single edged, with a slight curve. One is used for parrying, while the other is used for thrusting. Originally used by soldiers to disable cavalry, by means of rolling under the horse and driving the blades up (while being held in a backhand slash position supported by the forearms) with their elbows, hence the name. Damage: 1D4 each.



Bagua Dao (Bagua Saber): An extremely large saber, with a single edged heavy blade over 4ft. long. Damage: 3D6.





Lu Jiao Dao (Deer Antler Knives): Looking like a pair of crossed crescent blades, these paired weapons usually from 8-9 inches, to up to 2ft. long. The four points, hooks, and edges of the knives allow a Bagua artist to catch, hook, and lock empty hand and weapon attacks, while at the same time attacking with the other blade. It was thought that this Bagua exclusive weapon may have originally been designed to defeat the sword. Damage: 1D6 each.





Emei Ci (Emei Stingers): Also known as Brass Chopsticks by some, this pair of thin metal rods, connected to a pivoting ring, which fits upon the middle finger, was thought to be an underwater fighting weapon. Its design allows for a Bagua artist to apply his open hand techniques, as well as to deflect weapons. Damage: 1D4 each.





Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp): A distinctive weapon of Baguazhang, using techniques based off of Bagua's empty handed combat style. Essentially held by a handle, connected to a large blade running down the length of the forearm, ending in a sharp hook. Above the point where it is held, there are 3 sharp hooks, and the blade ends in a double-edged point, useful for stabbing. A large curved and sharp hand guard protects the hand. Techniques for this weapon include thrusting, hooking, cutting and sliding. Like many other claw and hook weapons, they are useful in a pair. Damage: 1D6+2.







Control Elemental Force: Air The power to manipulate and control aspects of air and atmospheric conditions.





1. Wind Rush:



Range: 100m Damage: None Penetration: None Duration: Minimum of instantaneous (one attack) or can be maintained for a number of actions equal to double the characters level. Bonus: +3 to strike The air manipulator can create a short, powerful wind gusting to 100kmph, and can direct it at a specific target or area. The wind is so powerful that it will stagger or knock people down, and blow away all objects in its path weighing less than 15kg, as well as break ordinary window glass. Directed at one specific target, the wind is a hard-hitting, focused blast that has a 01-70% likelihood of knocking down a person and items weighing up to 140kg. If a 6m wide gust of wind, the likelihood of being knocked down is marginally less; 01-60%. Everyone caught in the wind is staggered (if not sent sprawling), speed is reduced to 1/4, one action is lost, and all attemts to attack are -6 to strike. Items weighing 15kg or less, will be sent flying 1d6x10 meters away. Vehicles or characters weighing over 140kg have no fear of being knocked over, but speed is still reduced and combat penalties still apply. Vehicles are also forced to make a control check at -20% (add -5% to the penalty at levels three, five, eight, and ten).





2. Whirlwind:



The character can summon winds to create a rotating wind storm. Moving in and inward and upward spiral motion, the 120kmph winds will suck, hurl, and dash to the ground anyone or anything within 6m of it. Anyone caught in the wind cannot attack or speak for 14 seconds. They will be snatched up and hurled approximately 1d6x10 meters away, taking 4d6 points of damage. The wind will affect anything weighing less than 320kg. It is never advisable to fly into or through a whirlwind, at any speed. Range: The whirlwind has a 6m radius and can be created up to 100m away. Duration: 90 seconds.





3. Ride the Wind



The ability to Glide on currents of air. Equivalent of the minor flight ability of Glide.





4. Change Wind Direction



The character can change the direction of the wind in a small area by manipulating air currents. Range: 100m radius from the character. Duration: Four minutes per level of experience.





5. Stop Wind/Control Wind Speed:



Again, by manipulating wind currents, the character can completely stop or merely slow down the wind in a small area. Range: 50m radius from the character. Duration: Four minutes per level of experience.





6. Create Air Bubble:



This character can create an maintain a a bubble or pocket of air. This can be done underwater or in a place where there is at least a minute quantity of oxygen. The bubble offers protection from gases, smoke, foul odors, etc. If moving from an area with atmosphere to an area with no atmosphere, the character can pull a bubble with them into the vacuum, however once the duration comes up the atmosphere will swiftly disperse, and most likely flash freeze any ambient moisture. Range: Self, with a radius of 1m per level of experience. Duration: 12 minutes per level of experience. Speed: Limited to a Speed attribute of 10 (about 16kmph).





7. Call Lightning:



The character has incredible control over the chaotic forces that bring about lightning, and can summon it up to strike a specific target. All attempts to dodge are at -3. Range: 60m+6m per level of experience. Damage: 6d6+3 per level of experience Penetration: 6. 3 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants, dealing double damage. Bonus: +2 to strike.





8. Atmospheric Manipulation:



This incredible power enables the character to alter atmospheric conditions. Range: 150m+30m per level of experience radius from the character. Duration: 15 minutes per level of experience. Attacks: Each act of manipulation takes up two actions. Altered Atmospheric Conditions: The character can create any one effect per minute, and maintain it or combine effects, adding one to another. Effects stay in play for the duration without any additional effort on the part of the character, and all effects can be dispelled in about 30 seconds. 1. Darken Sky: Heavy overcast, with black, ominous clouds. 2. Thunderclap: Will frighten animals (01-80% chance of panicking), and startle people (Save vs. Horror Factor 12). 3. Increase/Decrease Wind Speed: +/-10kmph every ten seconds, up to a maximum of +/-60kmph per level of experience. 4. Increase/Decrease Precipitation: +/-10% every ten seconds, up to +/-90%. Can create extremely humid conditions with a 01-45% chance of light fog, and a 01-25% chance of light rain. 5. Create/Dispel Fog: At a rate of 3 square meters every ten seconds. 6. Create Cloud Cover: Within 30 seconds, the skies fill with clouds, making seeing above the clouds impossible (will also hamper radar).





9. East Wind A powerful wind blows from the east, strong enough to lift most people off their feet and send them flying! The wind is hurricane force, but only lasts for a mere 15 seconds (one melee). All things weighing less than 200lbs are lifted up and tossed around like crazy. Anything weighing 200lbs-250lbs suffers knockdown unless it makes a successful maintain balance roll, and even if they succeed, they are unable to move, and the slightest push or impact might cause them to lose their balance and be carried off by the wind. Those weighing over 250lbs are able to move, but do so at 1/4 their usual Speed. Flyers must be able to reach speeds of over 150mph or they will be tossed about haphazardly by the wind. The powerlasts an additional 15 seconds (one melee) per level at level's 6, 12, and 15.





10. Coriolis Storm This Elemental Power creates a powerful whirlwind blows from the east, bringing with it the sand and dust of the desert, at speeds fast enough to scour the skin. Range: Can be cast on an area up to 30m (100ft) away. Area of Affect: Affects a 1d10x10ft by 1d10x10 ft by 1d10x10ft area per level, doubling at levels 4, 8, 12, and 15. Affect: Those without proper eye protection (goggles work) will not be able to open their eyes during the storm without causing severe damage to their retinas. If they do open their eyes, they will be blinded by searing pain for 5d6 minutes, and their vision will be reduced by 25% for 3 days while their eyes heal up. All unprotected areas of the body are also seared by the strong wind, taking Duration: The whirlwind lasts for 15 seconds (one melee), plus an additional 15 seconds at levels 8 and 15.





11. Hurricane



Range: Affects a 120 foot (36.6 m) area and can be cast up to 500 feet away (155 m).



Duration: Four melees per level of the warlock.



Saving throw: None



P.P.E.: 50



This elemental power creates a great sea storm with 100 to 150 mph winds blowing around within a 120 foot +120 foot area per level. The sea is lashed into huge waves 30 feet (9 m) tall which will batter and destroy all but the largest ships. Inflicts 3D6x10 M.D. per melee. Torrential rains, thunder and lightning accompany these terrific winds. Any person foolish enough to be above decks during this storm will take 1D6 M.D. per melee due to flying debris, wind, and hail.





12. Tornado



This is a storm, caused by causing the collision of a high pressure and low pressure system. Range: Affects a 100 feet+100 feet per level area and can be cast up to 600 feet +600 feet per level (183 m) away.



Duration: Four melees/one minute per level of the Controller, plus one additional minute at levels 5, 10, and 15.



Saving throw: None



The controller creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. People a hundred feet (30.5 m) away from of the funnel cloud take 2D6 M.D. each melee from flying debris. The awesome, black funnel cloud is the center of the storm, with winds of 120 to 180 mph (192 to 288 km). The funnel sucks in everything within its 100 foot (30.5 m) area of swirling wind, destroying all wood, clay, stone and other S.D.C. structures, and uprooting trees in one melee. Anything actually caught in its funnel suffers 4D6x10 M.D. per melee. After 1D6- 1d6x10 melees, the object will be hurled from the funnel, enduring another 2D6 x10 mega damage with automatic knockout.. If a robot or living creature, the being will be stunned and immobile for 2D6 minutes. The controller can maneuver the tornado as he/she desires, in any direction. This requires the full attention of the controller, so he/she may not cast any other spells for the duration of the tornado. Should the controller be knocked unconscious or killed, there is a 64% chance the tornado will run wild and uncontrolled, disappearing only after the full power duration has elapsed.





13. Alter Physical Structure: Wind & or Electricity



This is an impressive ability That enables incredible the character to convert the molecules of his body and clothing into a gaseous form and or a living electrical conduit and battery, as well as the ability to manipulate and control aspects of electricity. The super being either ripples with electrical energy crackling from the eyes, or actually turns into a humanoid that appears to be an energy being composed of electricity. The character retains his attributes and skills but also becomes semi-intangible. When in gas or electrical form the character cannot be harmed by any form of attack (including psionic) except flame. All electrical attacks do no damage with fire inflicting half damage. The character can manipulate his/her surroundings just like other Alter Physical Structure characters.





1. Expand into fog



The character can fill a room with his gaseous form to either hide or ambush. If he is hiding in natural fog, then the prowl roll is 98%. Note that psionic attacks will not work against the character, but a see invisible spell, sixth sense, see aura, or Pyrokinesis will affect him.



Range: 66ft (20m)3 (60x60x60ft)



Duration: indefinite



Damage: none except hand to hand



Attacks per Melee: none except hand to hand



Bonuses: 80% prowl when not hiding in natural fog.





2. Vapor Combat



The character can alter the density of his molecules so that a section of gas can be used like a psionic ectoplasmic arm. It has the S.D.C of the character in normal form, cannot be regenerated when S.D.C is depleted and can carry 40lbs (18kg) per level of experience.



Range: 30ft (9.1m)



Duration: indefinitely or until S.D.C runs out.



Damage: Same as normal hand to hand as a punch or throttling.



Attacks per Melee: same as hand to hand



Bonuses: +1 to Strike, +2 parry and dodge



Note that characters with Alter Physical Structure: Ice or Control Elemental: Air could be very dangerous to this character. The ice-man could attempt to freeze the character's moisture and thereby bringing all his S.D.C and Hit Points to one each. The Air Elementallist could disperse the fog through atmospheric manipulation. The gas character has a saving throw of 16 against these sorts of attacks. When knocked unconscious he reverts back to human form.





3. Ranged Attack: Air



Range: 90ft +10ft per level Damage: None Duration: Minimum of instantaneous (one attack) or a maximum of half a melee (multiple attacks) Attacks Per Melee: Counts as one hand to hand attack for an instant air burst, while a constant wind takes half of the character's melee attacks. Bonuses: +3 to strike aimed or +1 on a wild shot. This minor super ability is a 'shorter' version of the Control Elemental Force: Air power's Wind Rush. A 50mph wind is created that can knock people down, shatter glass, and blow away objects weighing less than 25 pounds. There is a 70% chance of knocking down a single person/ object that weighs less than 250 pounds, while a 10ft wide gust of wind can knock down a group of people (each weighing less than 250 pounds) with a 60% chance. Everyone caught in the wind is staggered - Spd. is reduced by 75%, one melee attack is lost, and all attacks are -6 to strike (penalties apply to those over 250 pounds also). Objects weighing less than 25 pounds will get blown 3d4x10 feet away. Against vehicles, the character can force an immediate control roll with a penalty of -15% (increase the penalty by -5% at levels four and eight).



4. Fire Electrical Ray:



A line of electricity emitted from the fingers or eyes. This is the characters most powerful blast. Range: 30m+6m per level of experience Damage: 1d6x10+2 per level of experience Penetration: 8, 4 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants. Bonus: +2 to strike.





5. Mini-Lightning Bolt:



The discharge of a small electrical energy bolt. Range: 30m+6m per level of experience Damage: 1d6 per level of experience. Penetration: 1+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants. Bonus: +3 to strike





6. Lightning Bolt:



This is the character's second most powerful blast and has the most range. A bolt of electricity that can be emitted from the fingers or eyes. Range: 100m+10m per level of experience Damage: 5d6+2 of damage per level of experience. Penetration: 3, 1 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants. Bonus: +3 to strike.





7. Electrical Flight:



The individual can transform into a bolt of living energy and rocket short distances. Range: 1km per level of experience. Speed: 500kmph+100kmph per level of experience. Minimum speed is 320kmph. Damage: 1d4x10+10 damage per level of experience. Penetration: 8+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants. Actions: Counts as two actions Bonus: +1 to strike.





8. Generate Electricity:



The character generates a field of electrical energy around himself (anyone who hits them will take the listed damage) or can will an electrical field with a radius of 1m per level of experience around himself or anchor it elsewhere. The field can be used to trap and attack. This attack consumes four of the character's actions. Range: The electrical field can be projected up to 3m away. Damage: 3d6 damage + 3 per level of experience. Duration: 30 seconds.





9. Invisibility (improved) Created by Antinimicus modified by Trademark



AUTHOR'S NOTE: The original invisibility power was pathetic and suitable only as a minor super ability rather than a major power. The Invisibility power is the ability to warp to entire light spectrum to produce the illusion of invisibility. The improved power warps the infrared spectrum and is truly only susceptible to motion (detection of eddy currents in the air) and olfactory detection. The Light-Shifting ability also enables the character to cancel out any single spectrum of visible or invisible light (infrared, ultraviolet, etc.) Turning invisible/visible takes one melee action.



The following abilities apply:



The ability lasts for as long as the character requires.



Invisible field: A circular field of affect can be created to turn objects invisible. This field has no protective properties and no M.D.C rating. The maximum size is a 13m area plus 3m per level of experience.



If injured, the character's body fluids (blood etc) will remain invisible until the area of affect has been exceeded. A blood trail will appear not from directly under the character but will appear once the Invisible field has moved out of the area of affect. Note that canines would still be able to track the invisible blood trail.



Can make objects or living matter invisible 23kg per level. Range: 100m.



Can turn any part of his/her body (or another person's) invisible or visible (e.g. leg, hand, head).



Automatically receives the Bend Light minor power.



Other Bonuses: +20% Prowl (or use it as a base), +10% pickpockets and +5% to any deceit and "sleight of hand" related skill, +1D6 M.A.



10. M.D.C Durability



The Character can withstand M.D.C damage amounting to his normal body’s Hit Points and S.D.C combined+40 to M.D.C. /S.D.C. per level.



11. Other Abilities & Bonuses:



Impervious to cold electrical attacks (No Damage)



Fire & energy attacks to half damage



Can accurately sense the air temperature within 1d4 degrees.



This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.





Rasengan, '螺旋丸', literally "Spiraling Sphere"





The Spiraling Sphere is a technique invented by the A ninja with the power of aero kinesis after three years of development. It requires a very high level of chakra control. The Spiraling Sphere incorporates the chakra control learned from the tree-climbing and water-walking exercises to create a ball of concentrated, spinning chakra in the user's hand that is slightly larger than a baseball, very similar to the forces in a tornado. For training purposes, teaching the technique is broken into three steps. The first, emphasizing rotation, the user has to learn to pop a water balloon by spinning the water inside in multiple directions with their chakra. The second step, emphasizing power, they do the same with a solid rubber ball. Since the rubber is thicker and air is completely different from water, it forces the user to rely mostly on denser chakra to break it. The final step, emphasizing control, the user has to form a complete Spiraling Sphere by combining what they learned in the previous two steps and making a ball shape shell around the spinning chakra to hold it in regular shape. A regular balloon is often used to train making the shell. In Part II, The Spiraling Sphere requires no hand seals to perform, instead relying entirely on the chakra control of the user. Once the user creates a stable Spiraling Sphere, however, it becomes self-sustaining, so the user does not need to provide any more chakra after forming it. The force of the spinning chakra grinds into whatever it touches, causing major damage. The force of the attack also causes significant internal injury. The user can also release the spinning chakra, creating a violent explosive force at the point of contact. (3D6xl0 SDC), landing 3D4xl00 feet away automatically knocking the opponent down and knocking them out[spinning the whole way], automatically knocking them down and out..The one drawback of the Spiraling Sphere, if it can be considered as such, is that it requires great chakra control. Of course, this will not be a drawback if the user has learned the technique, because they already possess the necessary chakra control. It can be a problem if some force is disrupting the user's ability to mold chakra. Unlike the One Thousand Birds, there is no definite limit to the amount of times this technique can be used in a day. Because it uses far less chakra in comparison, it doesn't carry the same over-use risk as the One Thousand Birds, either.



The technique of the Spiraling Sphere can be used as an "all-purpose jutsu". It can be used to mix the ingredients for noodles quickly and evenly, like a blender. The user can uses it to create a path through a maze of houses, in order to see through everything behind the walls. While outrunning some ninja, the user can use it to as a propeller for a boat. The attack costs 25 Chi/P.P.E. /I.S.P.





Rasengan Nirentotsu, literally "Twin Spiraling Sphere"







First, the Ninja clones himself. The clone each form a Spiraling Sphere of two different colors in both of the ninja's hands (one red from the fire energy chakra, the other green from wind energy). The ninja's clones take the left hand and right hand and together they hit the opponent.



Doing an attack that hurls the character’s opponent away in a mighty blow (6D6xl0 SDC), landing 6D6xl00 feet away [spinning the whole way], automatically knocking them down and out..









Kazeton Rasengan, '風遁・螺旋丸', literally "Wind Release: Spiraling Sphere"



The Ninja combines the Spiraling Sphere with Wind based chakra to knock the opponent even farther back away from them: This is an attack that hurls the character’s opponent away in a mighty blow (3D6xl0 damage +3d6x10 wind damage), landing 3D4xl000 feet away[spinning the whole way], automatically knocking them down and out.. The attack costs 50 Chi/P.P.E. /I.S.P.







Ōdama Rasengan, '大玉螺旋丸', literally "Great Ball Spiraling Sphere"





This is simply a larger and more powerful version of the Spiraling Sphere, but also more unstable. The Ninja will need 4 clones to form and control the energy. This is an attack that hurls the character’s opponent away in a mighty blow doing massive damage: (10D10xl0 SDC), landing 10D10x200 feet away [spinning the whole way], automatically knocking them down and out. The attack costs 100 Chi/P.P.E. /I.S.P.









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